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2
Help! / Re: turning an asm hack off?
« on: January 07, 2013, 06:10:30 AM »
1) Get a Hex Editor other than WindHex (which cannot perform step 7).
2) Extract a vanilla copy of the file the ASM hack edited and open it in your hex editor. You will need CDMage to extract the file from your vanilla ROM.
3) Extract a hacked copy of the file the ASM hack edited and open it in your hex editor. You will need CDMage to extract the file from your hacked ROM.
4) Go to the offset of specified in the ASM hack in both the vanilla copy and the hacked copy.
5) Count the number of hex digits in the hack (i.e. 0-9, A-F) after the listing of a filename surrounded by brackets <>
<BATTLE_BIN 0x122334>
009AB3DF
<>
In the example above, there are eight characters (0,0,9,A,B,3,D,F).
Divide your count by two and write the number down. This tells you the number of bytes in the hack.
6) Starting at the offset given by the ASM hack, highlight as many bytes as you written down for Step 5 in the vanilla file.
7) Copy from the vanilla copy to paste into the hacked copy.
8) Reinsert the hacked copy into your ROM by CDMage, MagicISO, etc.
2) Extract a vanilla copy of the file the ASM hack edited and open it in your hex editor. You will need CDMage to extract the file from your vanilla ROM.
3) Extract a hacked copy of the file the ASM hack edited and open it in your hex editor. You will need CDMage to extract the file from your hacked ROM.
4) Go to the offset of specified in the ASM hack in both the vanilla copy and the hacked copy.
5) Count the number of hex digits in the hack (i.e. 0-9, A-F) after the listing of a filename surrounded by brackets <>
<BATTLE_BIN 0x122334>
009AB3DF
<>
In the example above, there are eight characters (0,0,9,A,B,3,D,F).
Divide your count by two and write the number down. This tells you the number of bytes in the hack.
6) Starting at the offset given by the ASM hack, highlight as many bytes as you written down for Step 5 in the vanilla file.
7) Copy from the vanilla copy to paste into the hacked copy.
8) Reinsert the hacked copy into your ROM by CDMage, MagicISO, etc.
3
Final Fantasy Tactics Hacking / Re: Formula Hack v0.37
« on: January 07, 2013, 12:01:20 AM »
All right, let's get moving
Data Structure:
0xE9980 (BATTLE.BIN -- 0x1C [above data structure for the chosen move] + Assorted Extra Flags + 0x1C * 0x200 [the data table to be copied from] + Excess Table [weapon formulas])
Code:
~0xF0000 (BATTLE.BIN)
addiu r29, r29, 0xFFD8
sw r16, 0x0000 (r29)
sw r17, 0x0004 (r29)
sw r18, 0x0008 (r29)
sw r19, 0x000C (r29)
sw r20, 0x0010 (r29)
sw r21, 0x0014 (r29)
sw r22, 0x0018 (r29)
sw r23, 0x001C (r29)
sw r31, 0x0020 (r29)
lui r16, 0x8015
addiu r16, r16, 0x0980 // r16 = Address of the start of the data structure of the considered move.
lw r4, 0x0004 (r16) // r4 = Load Flag 5 / Flag 8
jal 0x188b64 // Inflict Status
lw r5, 0x0010 (r16) // r5 = Inflict Status/Proc 1/2/3
BATTLE.BIN
0x121B64
addiu r29, r29, 0xFFF4
sw r31, 0x0000 (r29)
sll r5, r5, 0x08
srl r5, r5, 0x08
beq r5, r0, END
addu r2, r0, r0
srl r2, r4, 0x10
andi r2, r2, 0x0800
beq r2, r0, END
andi r1, r4, 0x0008
beq r1, r0 THREE
addu r6, r5, r0
lui r1, 0x8018
ori r1, r1, 0x????
addu r3, r0, r0
addiu r7, r0, 0x0022
(LOOP) beq r5, r0, DECISION
srl r4, r5, 0x08
sll r4, r4, 0x08
lbu r2, 0x0000 (r1)
blez r7, NEXTCHECK
addiu r1, r1, 0x0001
addiu r7, r7, 0xFFF0
(NEXTCHECK) beq r4, r5, LOOP
addu r5, r4, r0
blez r7, NEXTCHECK2
addu r3, r3, r2
addiu r7, r7, 0xFFFF
(NEXTCHECK2) ori r2, r2, 0x0080
j LOOP
sb r2, 0x0000 (r1)
(DECISION) addiu r4, r1, 0xFFFC
jal 0x2230C
addu r5, r3, r0
bgez r7, NOREDUCE
andi r7, r7, 0x0002
beq r7, r0, NOREDUCE
lhu r1, 0x0000 (r4)
addiu r5, r5, 0xFFFE
addiu r1, r1, 0xFDFE
sh r1, 0x000 (r4)
(NOREDUCE) multu r3, r5
mfhi r3
addiu r7, r0, 0xFFFF
(LOOP2) lbu r1, 0x0000 (r4)
addiu r4, r4, 0x0001
sltiu r2, r1, 0x0080
beq r2, r0, LOOP2
addiu r7, r7, 0x0001
andi r1, r1, 0x007F
subu r3, r3, r1
bgez r3, LOOP2
nop
sll r7, r7, 0x03
srlv r6, r6, r7
(THREE) lbu r5, 0x000E (r16)
jal 0x2230C
andi r4, r6, 0x00FF
andi r5, r5, 0x000F
addiu r5, r5, 0x0001
ori r1, r0, 0x0010
multu r3, r1,
mfhi r3
sltu r1, r3, r5
bne r1, r0, SUCCESS
lw r31, 0x0000 (r29)
addiu r29, r29, 0x000C
(END) jr r31
nop
Data Structure:
0xE9980 (BATTLE.BIN -- 0x1C [above data structure for the chosen move] + Assorted Extra Flags + 0x1C * 0x200 [the data table to be copied from] + Excess Table [weapon formulas])
Code:
~0xF0000 (BATTLE.BIN)
addiu r29, r29, 0xFFD8
sw r16, 0x0000 (r29)
sw r17, 0x0004 (r29)
sw r18, 0x0008 (r29)
sw r19, 0x000C (r29)
sw r20, 0x0010 (r29)
sw r21, 0x0014 (r29)
sw r22, 0x0018 (r29)
sw r23, 0x001C (r29)
sw r31, 0x0020 (r29)
lui r16, 0x8015
addiu r16, r16, 0x0980 // r16 = Address of the start of the data structure of the considered move.
lw r4, 0x0004 (r16) // r4 = Load Flag 5 / Flag 8
jal 0x188b64 // Inflict Status
lw r5, 0x0010 (r16) // r5 = Inflict Status/Proc 1/2/3
BATTLE.BIN
0x121B64
addiu r29, r29, 0xFFF4
sw r31, 0x0000 (r29)
sll r5, r5, 0x08
srl r5, r5, 0x08
beq r5, r0, END
addu r2, r0, r0
srl r2, r4, 0x10
andi r2, r2, 0x0800
beq r2, r0, END
andi r1, r4, 0x0008
beq r1, r0 THREE
addu r6, r5, r0
lui r1, 0x8018
ori r1, r1, 0x????
addu r3, r0, r0
addiu r7, r0, 0x0022
(LOOP) beq r5, r0, DECISION
srl r4, r5, 0x08
sll r4, r4, 0x08
lbu r2, 0x0000 (r1)
blez r7, NEXTCHECK
addiu r1, r1, 0x0001
addiu r7, r7, 0xFFF0
(NEXTCHECK) beq r4, r5, LOOP
addu r5, r4, r0
blez r7, NEXTCHECK2
addu r3, r3, r2
addiu r7, r7, 0xFFFF
(NEXTCHECK2) ori r2, r2, 0x0080
j LOOP
sb r2, 0x0000 (r1)
(DECISION) addiu r4, r1, 0xFFFC
jal 0x2230C
addu r5, r3, r0
bgez r7, NOREDUCE
andi r7, r7, 0x0002
beq r7, r0, NOREDUCE
lhu r1, 0x0000 (r4)
addiu r5, r5, 0xFFFE
addiu r1, r1, 0xFDFE
sh r1, 0x000 (r4)
(NOREDUCE) multu r3, r5
mfhi r3
addiu r7, r0, 0xFFFF
(LOOP2) lbu r1, 0x0000 (r4)
addiu r4, r4, 0x0001
sltiu r2, r1, 0x0080
beq r2, r0, LOOP2
addiu r7, r7, 0x0001
andi r1, r1, 0x007F
subu r3, r3, r1
bgez r3, LOOP2
nop
sll r7, r7, 0x03
srlv r6, r6, r7
(THREE) lbu r5, 0x000E (r16)
jal 0x2230C
andi r4, r6, 0x00FF
andi r5, r5, 0x000F
addiu r5, r5, 0x0001
ori r1, r0, 0x0010
multu r3, r1,
mfhi r3
sltu r1, r3, r5
bne r1, r0, SUCCESS
lw r31, 0x0000 (r29)
addiu r29, r29, 0x000C
(END) jr r31
nop
4
FFT Arena / Re: FFT Arena Single Class Challenge AI Tournament
« on: December 26, 2012, 10:18:57 PM »
Faith Rod isn't a good idea when you have to face spell gunners. That's a guaranteed 1HKO.
5
Celdia's Complete Patch / Re: CCP 2nd - Beta Version Available for download!
« on: December 26, 2012, 07:02:52 PM »
The Fitting Room "bug" is deliberate so people don't duplicate items with the fitting room.
6
Final Fantasy Tactics Hacking / Re: Formula Hack v0.37
« on: December 26, 2012, 04:06:30 AM »
All right, I'm still going to continue this, but this is impossible to continue without giving ourselves the space to run.
All of the following are to be rerouted to Kanji space.
0x00 - Flags 1
0x80 - Break Toggle (if Uneqiup is on; then if this is on = break, if off = steal)
0x40 - Display Ability Name
0x20 - Learn on Hit
0x10 -
0x?9 - Movement
0x?8 - Support
0x?7 - Reaction
0x?6 - Math
0x?5 - Aim
0x?4 - Jumping
0x?3 - Throwing
0x?2 - Item
0x?1 - Normal
0x?0 - None
0x01 - Flags 2
0x80 - HP
0x40 - MP
0x20 - Cancel Status
0x10 - Add Status
0x08 - Stats
0x04 - Unequip
0x02 - Target Enemies
0x01 - Target Allies
0x02 - Flags 3
0x80 - Target Map OR Self-only
0x40 - Reflectable
0x20 - Drain Toggle (if attack is flagged stats, HP, or MP, on = drain Stat, off = just damage)
0x10 - Follow Target
0x08 - Use Randomly
0x04 - Faith
0x02 - Evadeable
0x01 - Silence (on = affected by silence)
0x03 - Flags 4
0x80 - Arc Attack
0x40 - Direct Attack
0x20 - Linear Attack
0x10 - Attack from Range
0x08 - Brave
0x04 - Triple Breath
0x02 - Magic Defense UP
0x01 - Defense UP
0x04 - Flags 5
0x80 - Usable by AI
0x40 - Cannot Target Enemy
0x20 - Cannot Target ally
0x10 -
0x08 - Same Target Toggle (if on, this means all three statii/procs hit the same target)
0x04 -
0x02 -
0x01 - Evasion Toggle (if evadeable is on; then if this is on = P-EV, if off = M-EV)
0x05: Flags 6
0x80 - Zodiac Toggle (if on, Zodiacs modify effectiveness; if off, Zodiacs have no effect)
0x40 - ???
0x20 - Weapon Attack
0x10 - Vertical Fixed
0x08 - Vertical Tolerance
0x04 - Weapon Animation
0x02 - Centered at Self
0x01 - Can't Target Self
0x06: Flags 7
0x80 - Weapon Damage Toggle (if on, take 2H and use weapon type and WP to determine XA and YA; if off, use given XA and YA)
0x40 - Math Skill
0x20 - Top-down Targeting (if higher elevation has target, do not hit lower elevation)
0x10 - Can't Mimic
0x08 - Random Target (Each attack only hits one panel in AoE range)
0x04 - Persevere
0x02 - Quote
0x01 - Can't Hit Caster
0x07: Flags 8
0x80 - Counter Flood
0x40 - Counter Magic
0x20 - Animate on Miss
0x10 - Countergrasp
0x08 - Proc Toggle (If on, then spell proc, else, status proc)
0x04 - Random Damage (If on, then variance is 0.5 - 1.5x expected, else no variance)
0x02 - Poach
0x01 - No Targeting
0x08 XA (takes multipliers--selecting more than one stat yields the average between them):
0x80 - PA
0x40 - MA
0x20 - SP
0x10 - (LVL / ?? + ??, to be determined by user)
0x08 - WP
0x04 - Naked Stat (if paired with WP yields PA * Br%)
0x02 - + Toggle (If true, + ZA, if false * ZA)
0x01 - Number (Sets XA as a number rather than as a stat)
0x09 ZA (does not take multipliers):
Upper 6 bits are treated as a number for calculation.
0x02 Control Toggle (See Subsection A)
0x01 Variate Toggle (See Subsection A)
Subsection A:
If Control Toggle is off, then Variate Toggle behaves + Toggle does for byte 8.
ELSE,
IF Variate Toggle is on, then XA [?] ZA is the hit chance, and YA the damage.
IF Variate Toggle is off, then XA [?] ZA is the damage, and YA the hit chance.
0x0A YA (does not take multipliers--selecting more than one stat yields the average between them):
0x80 - PA
0x40 - MA
0x20 - SP
0x10 - (LVL / ?? + ??, to be determined by user)
0x08 - WP
0x04 - maxStat (as referenced by HP / MP flags; if neither, this means nothing)
0x02 - Naked Stat (if paired with WP yields PA * Br%)
0x01 - Number (Sets YA as a number rather than as a stat)
0x0B "B1"
IF Unequip is flagged;
0x80 = Accessory
0x40 = Body
0x20 = Head
0x10 = Shield
0x08 = Weapon
Lower 3 bits are checked regardless of flags:
0x04 = Golem
0x02 = Inflict Moldball Virus
0x01 = Interchange XA with YA (meaning the + toggle on XA corresponds to YA [] ZA, and the + toggle on ZA corresponds to ZA [] XA, but XA still takes multipliers)
0x0C "B2"
IF Stats is flagged;
0x80 = PA
0x40 = MA
0x20 = SP
0x10 = CT
0x08 = Brave
0x04 = Faith
0x02 = EXP
0x01 = Gil
0x00 = Level
0x0D "P"
Upper 4 bits determine recoil damage (0000 means no recoil, everything else (Upp4bits + 1) / 16 * damage dealt to self.)
Lower 4 bits determine multiplier to base damage given by (1111 means 3/2 * base damage, everything else is (Low4bits + 2) / 12 * base damage.)
0x0E "C"
Upper 4 bits determine critical hit rate at (Upp4bits + 1) / 16 chance IF evasion toggle is on, ELSE, the critical hit rate is 0.
Lower 4 bits determine proc rate at (Low4bits + 1) / 16 chance.
0x0F "N"
Upper 4 bits determine the maximum number of times an attack hits, as given by Upp4bits + 1.
Lower 4 bits determine the minimum number of times an attack hits, as given by Low4bits + 1. If Upp4bits don't equal Low4Bits, then attack for a random number times bounded by the maximum and minimum.
0x10 - Inflict Status/Proc 1 (Unless Same Target Toggle is on, hit target at proc rate)
0x11 - Inflict Status/Proc 2 (Unless Same Target Toggle is on, hit self at proc rate)
0x12 - Inflict Status/Proc 3 (Unless Same Target Toggle is on, hit target at proc rate)
If Same TArget Toggle is on AND IF 0x10, 0x11, 0x12 are all non-zero:
Status/Proc 1 has proc rate * .6 chance to land.
Status/Proc 2 has proc rate * .3 chance to land.
Status/Proc 3 has proc rate * .1 chance to land.
If Same TArget Toggle is on AND IF 0x10, 0x11 are all non-zero:
Status/Proc 1 has proc rate * 2/3 chance to land.
Status/Proc 2 has proc rate * 1/3 chance to land.
If Same TArget Toggle is on AND IF 0x10, 0x12 are all non-zero:
Status/Proc 1 has proc rate * 4/5 chance to land.
Status/Proc 3 has proc rate * 1/5 chance to land.
If Same TArget Toggle is on AND IF 0x11, 0x12 are all non-zero:
Status/Proc 2 has proc rate * 1/2 chance to land.
Status/Proc 3 has proc rate * 1/2 chance to land.
If Same Target Toggle is on, only one status/proc from the above selections CAN be inflicted. NOTE: If you have an AoE attack that hits multiple targets, it is possible to hit each target with a proc, regardless of type.
0x13 - Restriction Type (reads "ARH-style" table that restricts both attacker and target types as well as "ALMA-style" attack restrictions by support)
0x14 - Consumed Item ID
0x15 "S"
Upper 4 bits determine chance to consume item if item ID is not 00, given by (Upp4bits + 1) / 16 chance.
Lower 4 bits, if not 0000, determine the terrain type ID restriction. Attack can only be executed on terrain with terrain type ID (given by separate table) of Low4bits.
0x16 "R"
Upper 4 bits determine the maximum range, as given by Upp4bits + Innate Range [non-zero if weapon attack is on, or for THROW, JUMP, ITEM, etc]. If Innate Range > 0, then Upp4bits is signed (and is bounded by [-8, 7]).
Lower 4 bits determine the minimum range, as given by Low4bits + Innate Range [possibly non-zero if weapon attack is on]. If Innate Range > 0, then Low4bits is signed (and is bounded by [-8, 7]).
0x17 "A"
Upper 4 bits determine knockback chance (0000 means on physical critical only, everything else has knockback probability of (Upp4bits + 1) / 16.) This will be considered only if the Lower 4 bits of "A" is 0 OR if random target is on.
Lower 4 bits determine Area of Effect, but 1111 means target map.
0x18 - Vertical, as given by Vertical + Innate Vertical [non-zero if weapon attack is on, or for THROW, JUMP, ITEM, etc]. If Innate Vertical is not 0 or 255, then Vertical is signed. If Area of Effect is 0, then 0 Vertical means to ignore this byte. If Vertical is unsigned and has value of 255, target map.
0x19 - Element
0x1A - CT
0x1B - MP Cost
Status Infliction Flags
0x80 All or Nothing (If Status infliction passes proc chance check, inflict all statii marked)
0x40 Random (If status inflict passes proc chance check, inflict a random selection of statii marked)
0x20 Separate (Each status selected must pass proc chance check separately.)
0x10 Cancel (Replace the word "infliction" with "removal" in the descriptions of each flag other than "Strongly-blocked" under "Status Infliction Flags".)
0x08 Strongly-linked (If no status is inflicted, cancel the main effect of ability.)
0x04 Strongly-blocked (If any status to be inflicted is nullified, do not inflict ANY status)
0x02 Counter-inflict (If the main effect of the ability is blocked, inflict the status anyways at proc chance.)
0x01 Interlinked (If the "Same Target Toggle" is off, all three Inflict Status Procs are inflicted under one RNG check; if off, all three have separate checks)
I'm not sure how I'm going to use this make reactions (and especially their triggers) easier, but it will be the next topic. The counter data will use the exact same format and I will post it soon.
All of the following are to be rerouted to Kanji space.
0x00 - Flags 1
0x80 - Break Toggle (if Uneqiup is on; then if this is on = break, if off = steal)
0x40 - Display Ability Name
0x20 - Learn on Hit
0x10 -
0x?9 - Movement
0x?8 - Support
0x?7 - Reaction
0x?6 - Math
0x?5 - Aim
0x?4 - Jumping
0x?3 - Throwing
0x?2 - Item
0x?1 - Normal
0x?0 - None
0x01 - Flags 2
0x80 - HP
0x40 - MP
0x20 - Cancel Status
0x10 - Add Status
0x08 - Stats
0x04 - Unequip
0x02 - Target Enemies
0x01 - Target Allies
0x02 - Flags 3
0x80 - Target Map OR Self-only
0x40 - Reflectable
0x20 - Drain Toggle (if attack is flagged stats, HP, or MP, on = drain Stat, off = just damage)
0x10 - Follow Target
0x08 - Use Randomly
0x04 - Faith
0x02 - Evadeable
0x01 - Silence (on = affected by silence)
0x03 - Flags 4
0x80 - Arc Attack
0x40 - Direct Attack
0x20 - Linear Attack
0x10 - Attack from Range
0x08 - Brave
0x04 - Triple Breath
0x02 - Magic Defense UP
0x01 - Defense UP
0x04 - Flags 5
0x80 - Usable by AI
0x40 - Cannot Target Enemy
0x20 - Cannot Target ally
0x10 -
0x08 - Same Target Toggle (if on, this means all three statii/procs hit the same target)
0x04 -
0x02 -
0x01 - Evasion Toggle (if evadeable is on; then if this is on = P-EV, if off = M-EV)
0x05: Flags 6
0x80 - Zodiac Toggle (if on, Zodiacs modify effectiveness; if off, Zodiacs have no effect)
0x40 - ???
0x20 - Weapon Attack
0x10 - Vertical Fixed
0x08 - Vertical Tolerance
0x04 - Weapon Animation
0x02 - Centered at Self
0x01 - Can't Target Self
0x06: Flags 7
0x80 - Weapon Damage Toggle (if on, take 2H and use weapon type and WP to determine XA and YA; if off, use given XA and YA)
0x40 - Math Skill
0x20 - Top-down Targeting (if higher elevation has target, do not hit lower elevation)
0x10 - Can't Mimic
0x08 - Random Target (Each attack only hits one panel in AoE range)
0x04 - Persevere
0x02 - Quote
0x01 - Can't Hit Caster
0x07: Flags 8
0x80 - Counter Flood
0x40 - Counter Magic
0x20 - Animate on Miss
0x10 - Countergrasp
0x08 - Proc Toggle (If on, then spell proc, else, status proc)
0x04 - Random Damage (If on, then variance is 0.5 - 1.5x expected, else no variance)
0x02 - Poach
0x01 - No Targeting
0x08 XA (takes multipliers--selecting more than one stat yields the average between them):
0x80 - PA
0x40 - MA
0x20 - SP
0x10 - (LVL / ?? + ??, to be determined by user)
0x08 - WP
0x04 - Naked Stat (if paired with WP yields PA * Br%)
0x02 - + Toggle (If true, + ZA, if false * ZA)
0x01 - Number (Sets XA as a number rather than as a stat)
0x09 ZA (does not take multipliers):
Upper 6 bits are treated as a number for calculation.
0x02 Control Toggle (See Subsection A)
0x01 Variate Toggle (See Subsection A)
Subsection A:
If Control Toggle is off, then Variate Toggle behaves + Toggle does for byte 8.
ELSE,
IF Variate Toggle is on, then XA [?] ZA is the hit chance, and YA the damage.
IF Variate Toggle is off, then XA [?] ZA is the damage, and YA the hit chance.
0x0A YA (does not take multipliers--selecting more than one stat yields the average between them):
0x80 - PA
0x40 - MA
0x20 - SP
0x10 - (LVL / ?? + ??, to be determined by user)
0x08 - WP
0x04 - maxStat (as referenced by HP / MP flags; if neither, this means nothing)
0x02 - Naked Stat (if paired with WP yields PA * Br%)
0x01 - Number (Sets YA as a number rather than as a stat)
0x0B "B1"
IF Unequip is flagged;
0x80 = Accessory
0x40 = Body
0x20 = Head
0x10 = Shield
0x08 = Weapon
Lower 3 bits are checked regardless of flags:
0x04 = Golem
0x02 = Inflict Moldball Virus
0x01 = Interchange XA with YA (meaning the + toggle on XA corresponds to YA [] ZA, and the + toggle on ZA corresponds to ZA [] XA, but XA still takes multipliers)
0x0C "B2"
IF Stats is flagged;
0x80 = PA
0x40 = MA
0x20 = SP
0x10 = CT
0x08 = Brave
0x04 = Faith
0x02 = EXP
0x01 = Gil
0x00 = Level
0x0D "P"
Upper 4 bits determine recoil damage (0000 means no recoil, everything else (Upp4bits + 1) / 16 * damage dealt to self.)
Lower 4 bits determine multiplier to base damage given by (1111 means 3/2 * base damage, everything else is (Low4bits + 2) / 12 * base damage.)
0x0E "C"
Upper 4 bits determine critical hit rate at (Upp4bits + 1) / 16 chance IF evasion toggle is on, ELSE, the critical hit rate is 0.
Lower 4 bits determine proc rate at (Low4bits + 1) / 16 chance.
0x0F "N"
Upper 4 bits determine the maximum number of times an attack hits, as given by Upp4bits + 1.
Lower 4 bits determine the minimum number of times an attack hits, as given by Low4bits + 1. If Upp4bits don't equal Low4Bits, then attack for a random number times bounded by the maximum and minimum.
0x10 - Inflict Status/Proc 1 (Unless Same Target Toggle is on, hit target at proc rate)
0x11 - Inflict Status/Proc 2 (Unless Same Target Toggle is on, hit self at proc rate)
0x12 - Inflict Status/Proc 3 (Unless Same Target Toggle is on, hit target at proc rate)
If Same TArget Toggle is on AND IF 0x10, 0x11, 0x12 are all non-zero:
Status/Proc 1 has proc rate * .6 chance to land.
Status/Proc 2 has proc rate * .3 chance to land.
Status/Proc 3 has proc rate * .1 chance to land.
If Same TArget Toggle is on AND IF 0x10, 0x11 are all non-zero:
Status/Proc 1 has proc rate * 2/3 chance to land.
Status/Proc 2 has proc rate * 1/3 chance to land.
If Same TArget Toggle is on AND IF 0x10, 0x12 are all non-zero:
Status/Proc 1 has proc rate * 4/5 chance to land.
Status/Proc 3 has proc rate * 1/5 chance to land.
If Same TArget Toggle is on AND IF 0x11, 0x12 are all non-zero:
Status/Proc 2 has proc rate * 1/2 chance to land.
Status/Proc 3 has proc rate * 1/2 chance to land.
If Same Target Toggle is on, only one status/proc from the above selections CAN be inflicted. NOTE: If you have an AoE attack that hits multiple targets, it is possible to hit each target with a proc, regardless of type.
0x13 - Restriction Type (reads "ARH-style" table that restricts both attacker and target types as well as "ALMA-style" attack restrictions by support)
0x14 - Consumed Item ID
0x15 "S"
Upper 4 bits determine chance to consume item if item ID is not 00, given by (Upp4bits + 1) / 16 chance.
Lower 4 bits, if not 0000, determine the terrain type ID restriction. Attack can only be executed on terrain with terrain type ID (given by separate table) of Low4bits.
0x16 "R"
Upper 4 bits determine the maximum range, as given by Upp4bits + Innate Range [non-zero if weapon attack is on, or for THROW, JUMP, ITEM, etc]. If Innate Range > 0, then Upp4bits is signed (and is bounded by [-8, 7]).
Lower 4 bits determine the minimum range, as given by Low4bits + Innate Range [possibly non-zero if weapon attack is on]. If Innate Range > 0, then Low4bits is signed (and is bounded by [-8, 7]).
0x17 "A"
Upper 4 bits determine knockback chance (0000 means on physical critical only, everything else has knockback probability of (Upp4bits + 1) / 16.) This will be considered only if the Lower 4 bits of "A" is 0 OR if random target is on.
Lower 4 bits determine Area of Effect, but 1111 means target map.
0x18 - Vertical, as given by Vertical + Innate Vertical [non-zero if weapon attack is on, or for THROW, JUMP, ITEM, etc]. If Innate Vertical is not 0 or 255, then Vertical is signed. If Area of Effect is 0, then 0 Vertical means to ignore this byte. If Vertical is unsigned and has value of 255, target map.
0x19 - Element
0x1A - CT
0x1B - MP Cost
Status Infliction Flags
0x80 All or Nothing (If Status infliction passes proc chance check, inflict all statii marked)
0x40 Random (If status inflict passes proc chance check, inflict a random selection of statii marked)
0x20 Separate (Each status selected must pass proc chance check separately.)
0x10 Cancel (Replace the word "infliction" with "removal" in the descriptions of each flag other than "Strongly-blocked" under "Status Infliction Flags".)
0x08 Strongly-linked (If no status is inflicted, cancel the main effect of ability.)
0x04 Strongly-blocked (If any status to be inflicted is nullified, do not inflict ANY status)
0x02 Counter-inflict (If the main effect of the ability is blocked, inflict the status anyways at proc chance.)
0x01 Interlinked (If the "Same Target Toggle" is off, all three Inflict Status Procs are inflicted under one RNG check; if off, all three have separate checks)
I'm not sure how I'm going to use this make reactions (and especially their triggers) easier, but it will be the next topic. The counter data will use the exact same format and I will post it soon.
7
General / Re: Battle of the VGM 2.0! (FINAL DAY- Clash on Big Bridge vs Blue Water, Blue Sky!)
« on: December 20, 2012, 09:39:44 PM »
Clash on the Bridge
Blue Water, Blue Sky sounds awful and should not have risen this high.
Blue Water, Blue Sky sounds awful and should not have risen this high.
8
FFT Arena / Re: Anyone up for a mono tournament?
« on: December 10, 2012, 12:27:00 PM »
Two questions:
1) Do you all want the map patch for Besrodio's House as Wiz made for S6?
2) Do you all want a mechanics patch for some things that contradict intended changes (like ninjitsu taking P-EV), or should we wait until after the tournament?
1) Do you all want the map patch for Besrodio's House as Wiz made for S6?
2) Do you all want a mechanics patch for some things that contradict intended changes (like ninjitsu taking P-EV), or should we wait until after the tournament?
10
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 06, 2012, 06:50:27 AM »
I cannot agree. There should exist no safe number in this game; no one should have the mental security in this game that having 40 fury or faith will guarantee safety vs. enemy units.
11
Help! / Re: Abilities that spend CT?
« on: December 05, 2012, 07:42:48 PM »
Negative CT would mean overflow (so you'd get another turn). The only way to fix this is to make the game use another byte for CT or do really weird things to the way signed numbers are read (it's either that, or capping max SPD at 25 and using normal signed one-byte numbers).
12
FFT Arena / Re: Arena battle videos and discussion
« on: December 05, 2012, 12:32:23 AM »
I feel like you're comparing two incongruous things; Time Magic is mostly a support skillset, but Snipe is mostly an offensive one. Snipe will do more damage, but Time Magic offers more versatility. Damaging skillsets can be doubled up for a linear increase in power; support skillsets like Time Magic should not be duplicated on any team as the increase of team effectiveness from the second unit is minimal. Thus, we cannot directly conclude that because snipe exists on more units in Arena than time magic, it is automatically better than time magic.
Damned, you're also confusing the Snipe and Time Magic skill commands with the Archer and Time Mage jobs. The Time Mage job is awful (and probably could use 10 base SPD to make it easier to build a SC'd Haste2 user or staff spammer), but the time magic itself is not that inferior to snipe.
Faith is mostly irrelevant. Ever since the changes to faith (+45% to base), any status spell other than odin usually has at least 50% hit outside of bad compats, high M-EV, or innocent. Usually, it takes M-EV (or bad compat) and low faith to decrease the chance to less than 33%.
The only disadvantage for faith dependency is that a squad using haste/haste2 must then use either compats or faith of at least 50+ to ensure the hit, but the only thing that precludes on your team is ninjitsu spammers and 70/40 unit with DEFUP/cherche.
MP is a worthless consideration. If your mage unit can't heal his own MP either passively or actively, then your mage wasn't built right. Even spending one turn to reload MP is worth it as long as you aren't doing it every 2 or 3 turns.
You forgot to mention reflect, which impedes most status spells, but Time Magic is lucky to have Slow2 (arguably its strongest spell) pierce reflect.
Spell synchronization isn't a problem as long as you aren't using the Time Mage job (any 8 SPD job with the MP will do).
Now for the actual skillset comparison:
1) Status infliction favors Time Magic. Stop is a stronger status than Don't Act and fewer people null it but has a lower hit chance than Arm Aim to compensate for its AoE. Leg aim has about the same hit chance as Don't Move, but Don't Move has the AoE. On top of this, Time Magic has slow and haste at mass AoE (which you simply cannot compare to the highly situational seal evil and execute). TM >> Snipe
2) After some initial setup damage, balance is strong on a knight with no other ranged options. Although its use is mostly restricted to mediators and armor users, its strength makes an equal to hawkeye (which sets up for a powerful attack). TM = Snipe
3) The % HP attacks are fairly easy to absorb and while the HP breaks, despite their lower hit chance, are not blocked in the metagame and are permanent. Snipe also has weapon and shield break, while two swords units with transparent get two chances to break, regardless of evasion. TM << Snipe
4) Comet and sinkhole function as suppression attacks mostly meant to interfere and cut off enemies. Cover fire's damage on a martial arts monk is on average stronger and at AoE. TM < Snipe
Damned, you're also confusing the Snipe and Time Magic skill commands with the Archer and Time Mage jobs. The Time Mage job is awful (and probably could use 10 base SPD to make it easier to build a SC'd Haste2 user or staff spammer), but the time magic itself is not that inferior to snipe.
Faith is mostly irrelevant. Ever since the changes to faith (+45% to base), any status spell other than odin usually has at least 50% hit outside of bad compats, high M-EV, or innocent. Usually, it takes M-EV (or bad compat) and low faith to decrease the chance to less than 33%.
The only disadvantage for faith dependency is that a squad using haste/haste2 must then use either compats or faith of at least 50+ to ensure the hit, but the only thing that precludes on your team is ninjitsu spammers and 70/40 unit with DEFUP/cherche.
MP is a worthless consideration. If your mage unit can't heal his own MP either passively or actively, then your mage wasn't built right. Even spending one turn to reload MP is worth it as long as you aren't doing it every 2 or 3 turns.
You forgot to mention reflect, which impedes most status spells, but Time Magic is lucky to have Slow2 (arguably its strongest spell) pierce reflect.
Spell synchronization isn't a problem as long as you aren't using the Time Mage job (any 8 SPD job with the MP will do).
Now for the actual skillset comparison:
1) Status infliction favors Time Magic. Stop is a stronger status than Don't Act and fewer people null it but has a lower hit chance than Arm Aim to compensate for its AoE. Leg aim has about the same hit chance as Don't Move, but Don't Move has the AoE. On top of this, Time Magic has slow and haste at mass AoE (which you simply cannot compare to the highly situational seal evil and execute). TM >> Snipe
2) After some initial setup damage, balance is strong on a knight with no other ranged options. Although its use is mostly restricted to mediators and armor users, its strength makes an equal to hawkeye (which sets up for a powerful attack). TM = Snipe
3) The % HP attacks are fairly easy to absorb and while the HP breaks, despite their lower hit chance, are not blocked in the metagame and are permanent. Snipe also has weapon and shield break, while two swords units with transparent get two chances to break, regardless of evasion. TM << Snipe
4) Comet and sinkhole function as suppression attacks mostly meant to interfere and cut off enemies. Cover fire's damage on a martial arts monk is on average stronger and at AoE. TM < Snipe
13
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 04, 2012, 11:24:29 PM »Quote
The Invincible MasamuneDo all of you realize why masamune is back to 100% infliction? Back when it was randomly adding haste or regen, no one used masamune because it had the same problem as the old Nameless Song; it was so hard to actually add haste that the AI would spam masamune over literally everything else for the entire match.
Yeah this thing is way too powerful, when 1 action from 1 class finds its way onto 1 out of every 3 units you know you have a problem. I'd recommend ditching the 100% accuracy and instead have 2 separate 50+ma% chances for each status similar to how the Byblos demon's skill.
Instead of reducing Time Mage speed to 8, can we increase it to 10? I believe Time Mage would actually be stronger this way because:
1) It reduces the need for a SPD investment to become the leadout haste/slow user and makes SC'd haste2/slow2 much easier to attain.
2) It increases the lethality of the 2S staff spammer.
3) It opens up speed dependent setups involving hawk's eye
4) It makes spell interruption off sinkhole and suppression sniping off comet more likely.
5) Mages could use a fast option.
While we're on the subject, can we raise Ninjitsu back to PA * 10 since it now takes evasion? I don't want it being so overnerfed that people run 40 faith teams without fear.
14
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 03, 2012, 04:41:31 PM »
My blind hack was meant to override concentrate. You don't have to ask FFM on this.
15
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 03, 2012, 02:16:10 AM »
Please leave Short Edge at 50%! That would be like another platina dagger, just with elemental weapons.
Also, can we please boost the evasion on power wrist and genji gauntlet to 25%?
Also, can we please boost the evasion on power wrist and genji gauntlet to 25%?
16
FFT Arena / Re: Anyone up for a mono tournament?
« on: December 02, 2012, 04:51:48 PM »
I call monk.
17
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 02, 2012, 04:53:11 AM »Quote
It would be better to argue why it needs to add Regen at all present if we're going to talk about it unless people have other solutions, including leaving it is and why that should be.(This, of course, includes talking about why it should keep adding Regen.)
Masamune without regen < Haste (which is nearly impossible to midcharge and MP deprivation is a non-issue outside of long battles without MP regeneration or active MP destruction, so the MP and CT costs are effectively trivial). To keep it competitive with haste and to keep the game varied, +Regen is the right course of action. This is also why Wish getting 3 range to match PD is a good idea.
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Are we talking about a team that has both Slow 2 AND Nameless DanceNo, just ONE user of Nameless Dance on one team and ONE user of Slow2 on the other.
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Did the targets of Slow 2 in question have high Faith or low Faith?I tested it against both and honestly, if 4 people were marked by the spell, at least two were usually affected at the lowest Faith bracket.
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3. I'm not sure why you're talking like having two Masamune users isn't that common, especially when Draw Out is still one of the better skill-sets "variety-wise".Uses of Masamune:
1. On a Draw OUt user
a. Not a physical damage unit (probably some generic mage)
b. Kind of is a physical damage unit (probably a bard with a harp and overwhelm)
c. Is a physical damage unit (probably female samurai with sticks)
2. On a stall unit
3. On a physical striker
The only case where 2x masamune is maximized is 1c where you have both powerful chiri damage, haste, and physical strikes. Here, you can strike against M and P-EV.
As Barren proved, 1b is also pretty strong but if you want your magic damage to match max power chiri, you need to pump all your effort into boosting MA and elemental boost, meaning you probably won't have a damaging weapon like a harp. If you do attempt to mimic 1c with a blood harp and some draw outs on the side, you'll likely get competitive inhibition between overwhelm + blood harp and murasame + overwhelm.
1a is tidally locked into a defense that M-EV can block.
In other words, only 1c is something that's not easily blocked by just M-EV. Thus, it's pretty stupid to double up on model 1b/1a in a squad because it will be easy to counter, either elementally or by evasion. And honestly, if we're talking about those samurais, masamune is the least of your worries.
Usually, stall units will run kiyomori with masamune and murasame/bizen boat. Having two units with kiyomori is usually overkill because half of your entire party is nearly worthless on the offense while poison/blinding the enemy twice as fast isn't really a virtue if your stall team is sturdy enough (since you only need one unit that the enemy cannot kill slowly spreading poison). Thus, unless you want an offense like Wiz's S6 team, you probably want only one stall unit with kiyomori, and thus, only one with draw out.
A physical unit doesn't have the MA reserves to use any of the other draw outs. It may be possible that they may not even have the MA to be able to bizen boat someone effectively. They are wasting their secondary slot by learning masamune when a time mage secondary can cover haste with spell interruption, % of HP darkness damage, constant damage, and slow, all of things prioritized by the AI if your physical attacker hasn't the range to compete with spells. (Of course, some people may not want 70 faith, so masamune has its place, but your argument of being completely stronger than time mage is easily disproved.) The only partial exception to this is when you are running a unit that starts with 11/12+ speed and no MP reserves, but even then, one has an equal case for item (not to mention snipe, talk skill, steal, or a more damaging secondary).
In other words, Damned, although double masamune exists, double draw out is hardly the a do or die strategy in the new metagame partly because the prevalence of more M-EV and because masamune is a poor substitute for time magic on most non-MA spec'd teams. Furthermore, the above strategies are pretty close to mutually incompatible: a stall unit doesn't function well unless the entire team is built around stalling so a stall draw out user + a 1c samurai probably won't exist on the same team, a fast physical unit with masamune alongside a 1c female risks squad separation on large maps as well as the inability to boost them both with songs, etc. Pretty much, the only teams where I think double draw out is effective are those that use 1c/1b, which have a lot more things "overpowered" about them than masamune.
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a) guaranteed to hit everyone it targetsAlready answered a) above.
b) guaranteed to be used against more than one unit all the time despite almost all units who have it only having it and not Slow
c) will be on a unit that always has the MP necessary versus a skillset that doesn't use MP for Masamune and that has the MP-damaging, unavoidable Bizen Boat.
b) is usually true on all but the largest maps because the AI will use slow2 to preferentially remove haste. Usually, that is the masamune user, who's next to his comrades that he just boosted. Even on larger maps, the large AoE usually ensnares the enemy because most teams are built to have units fight together (rather than split up from each other). Squads that don't will have an edge against a slow2 squad, of course, but fail against general opposition.
As for nameless dance, slow is much less likely to land, but when you consider that blind, silence, and oil are the other options, I think I really don't care what lands, as long as something does.
c) This is simply a question of team management. Your Slow2 user needs a means of MP Restoration (but this is fundamental since any team that has important spells needs MP healing, preferably on the units that use MP). You want your Slow2 user to move after all the hasted enemy units so slow2 will land. Since bizen boat is most often used to interrupt charges, the chances your slow2 user was preemptively hit isn't very high (unless you have a ton of other mages charging or a ton of other MP users or units so sturdy that the draw out user may as well use bizen boat). Given these conditions don't occur, your Slow2 will land on a hasted unit with masamune. The best part is that since his CT meter is only at around 20-50, he'll be slowed for much too long before he can get another turn, (which he'll waste on masamune to hit at most one other person) giving your other units plenty of time to destroy him or the people around him that you also slowed. Damned, you overlooked THIS as why Slow2 is strong against masamune; it can give your entire team a free turn to beat up on them.
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I'm not sure if you're talking about how Y U SO DERP performed before Dancer's accuracy got slight nerfs or after as well, especially since I wasn't around for when Dancer's chances were lowered months ago:
After, obviously. Y U SO DERP continued to dominate until Absorb Used MP became Auto-Ether, reactions were changed away from simply fury% activation, and blaze gun's WP was boosted to 17 to allow 441 damage. Incidentally, Absorb Used MP change was the biggest killer because it made witch hunt vulnerable the way wiznaibus was. This in itself should give credence to why witch hunt > angel song; pretty much, unless you run an all physical squad or openly try to block it and then build your team around it, you will suffer at least one incapacitation on your squad.
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Bards tend to use Move-MP Up far more often than Dancers use itLooping indefinitely isn't a strength because dancers don't need to use witch hunt indefinitely. After the enemy has been incapacitated or enters the strike range of the dancer's secondary, you can do other things. Even if you don't completely take out someone's MP on a small map, the pressure of fighting at half MP can easily stop the enemy if you can take hits.
Otherwise, your objections are mostly sound. Honestly, silence blocking both song and dance is only fair, but I know Eternal will resist anything resembling turning silence into addle.
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it never wears off unless you either die or have Holy Water or almost miraculously survive the ensuing elemental hit. When combined with the fact that it's x2 damage weakness to six elements and that FFMaster's variation of your hack makes it so that it weakness carries over to basic weapon attacks...Oil comes from
Short Edge (25%)
Hawkeye (100%)
Geomancy, Summon, and Black Magic (20%)
Honestly, if the latter hits you, that's just the fault of the map or bad luck, nothing more.
Hawkeye is usually substandard damage except on teams that boost their speed, meaning the enemy suspends their heavy damage for a turn (to pummel you next turn if they can manage their CT synchronization) or they aren't fighting at full power to begin with (which would be an archer's kagesougi off a bow). Short Edge requires ninjas (which aren't very strong offensively) or thieves (which are even worse). The lethal chain damage is 50% oil + elemental weapon, but honestly, this is no different than climhazzard at 50%. If you get the 50%, you have a lucky KO. If you don't, you've dealt far less damage than a better built attacker would have.
Of course, if the initial strike isn't chained, you can have oil persist on your units, disrupting your carefully built elemental defenses, but honestly, how is this any different than silence or blind (both of which persist until death)? AT least, such oiled units will function as distractions since they will be KO'd in fairly short order (and if you do survive, at least oil goes away). The process is slower on a blinded or silenced unit but is really no less painful. If you have the time to heal, tanks can sometimes survive an oiled shot (while armor for knights and accessories for regular units can both block it). All oil does now is force people to rely less on white robes and thief hats, which dominated the last season.
Sasuke blade users are mostly thieves, often with EQ Armor, as Wiz used. In their case, +2 SP is a good way to counterbalance the hidden knife and two swords. Furthermore, if I want two ninjas with +2 SP from weapons, I wouldn't be able to use 4 hidden knives.
As for my defense ring proposal, I'm saying that defense ring should null ice (because absorb water is now too strong) while jade armlet should absorb water.
18
FFT Arena / Re: Arena battle videos and discussion
« on: December 02, 2012, 12:03:20 AM »
What are you all talking about? Transparent causes the defender to lose his evasion, not the attacker.
19
FFT Arena / Re: FFT Arena: Balance Discussion Thread
« on: December 01, 2012, 11:37:42 PM »
Power Wrist is not worthless. Not everyone, Raven, believes in maximizing evasion to the point of having no power (or maximizing power without evasion). I've ran at least a few units with ATKUP + power wrist and abandon (or 2S thieves/ninjas with platina daggers and power wrist just to get the right amount of PA for the (PA + SP)/2 stat while keeping evasion). As a good dual purpose item, I think it should stay. Now that M-EV is more important and we have MA * WP (unevadeable) off thief, I think genji gauntlet should stay too.
There is actually a good case for making Salty Rage permanently berserk now given that berserk units can react. I'm thinking that salty rage + phoenix blade would then be viable on a high SPD thief since the biggest problem with phoenix blade users isn't merely that they are slow, but that reraise revives them in critical (in which they will waste turns healing or running rather than fighting). There's no need to grant it a residual effect (such as null: blind) since the whole point of such a unit is early game dominance (with a possible late-game switchback if you run re-raise and an intelligent secondary), but I wouldn't really object either.
The rest of this post is addressed to The Damned.
Masasmune is NOT broken unless you have two units running it. Since masamune only affects two people, if you depend on one masamune unit to haste 4 people, it will take 3 turns and by the time that happens (for the average team with units less than 10 SPD), at least one of your hasted units is dead/needs refreshing, so your unit is stuck on masamune duty indefinitely. Now, if you want to run two units with masamune, you're free to do that, but you mess up your offensive variety at your own peril.
Slow spells fighting an utterly losing game? Back when masamune was target AoE, I tested it against Slow2 and nameless dance. Nameless and Slow2 teams beat my single masamune teams, winning on most maps except the small ones where you could always haste 4 units. You needed 2 masamuners or haste2 to counter it. If anything, the new masamune will fail utterly against slow because you'll eat up the masamune unit's AI priority into removing slow every single turn, with an even less likely chance to haste someone else (compared to before).
Dance > Song:
Witch Hunt > Angel Song (0 MP = incapacitation for a lot of units without Absorb MP or Move-MP Up with 150+ maxMP; Angel Song will not be used in a Move-MP UP kind of way, but only used to reload, meaning you'll still waste turns)
Wiznaibus > Life Song (A fully spec'd life song team can last only if you don't kill its mimes, but a non-fully spec'd life song team is pretty weak; a fully spec'd wiznaibus team can only be stopped by auto potion, speed save, or critical quick, but even a partially spec'd wiznaibus team can still snipe PD units or be used to accumulate damage for climhazzard procs)
Slow Dance > Cheer Song (Y U SO DERP proved the use of slow dance. No one uses cheer song because once your SPD > 10, you will get a turn before Cheer Song finishes, giving the AI a chance to switch songs before finishing the cast.)
Polka Polka / Disillusion > Battle/Magic Song (Y U SO DERP beat a lot of teams that used these tactics.)
Nameless Dance > Nameless Song (Nameless Dance adds Slow. Nameless Song cannot add haste for AI reasons. Otherwise, Oil is effectively equal to Protect/Shell. Running reflect pretty much blocks out using cure1/2/3 on your team, so only re-raise is solid (since very few people run undead). Meanwhile, darkness and silence can incapacitate a large swath of units, much more so than reflect and reraise can counter.)
Last Song > Last Dance (Last Dance is only good if you use Jump. Last Song is lethally applied as long as you have a team with 10+ SPD except for the singer.)
We do not need to create elemental neutralizers that also cancel oil (which was created to counter elemental halve/neutrality) because a game should minimize the number of anti-counters (like Yu-Gi-Oh's counter traps). Such specializations become ever more niche and create an arms race for even bigger trump cards (which makes coding more and more complicated).
Damned, transparent ignores the evade of the defender, not the attacker. That being said, blind overrides transparent (as it should).
Nerfing bloody strings is obvious as drain HP in FFT is actually equivalent to a weapon that averages to be around 1.5x its normal WP.
Poles honestly are fine as is. The 2H poles are powerful (as Dol proved a while back with Sticks), but the only pole that is bland is the 14 WP one.
Ninjato are kind of flat by comparison because of how much we boosted swords (which weren't even weak before), but again, I see nothing really off with it unless you all want Sasuke Knife at +2 SP.
Honestly, Damned, innocent is fine the way it is. It's really only reliably inflicted from one source, and usually used to charge up ninjitsu (because you can't reliably target mages with a stick). Honestly, a mediator would rather use berserk (on the majority of the enemy squad) followed by kiyomori rather than innocent on possibly only half the enemy squad. Mages are squishier in general, but start with high ninjitsu evasion (high faith), if not outright ninjitsu blocking (reflect). They don't need anti-innocent. Knights, who are supposed to tank, have more need to stop means of boosting damage.
Honestly, most of the anti-status gear are fine as is now that they are tied to elemental absorb/null. If anything, the Defense Ring may be too strong for mages with 40 fury (in blocking most of the anti-mage status effects as well as nether water). Can we swap it with the jade armlet (null ice)?
There is actually a good case for making Salty Rage permanently berserk now given that berserk units can react. I'm thinking that salty rage + phoenix blade would then be viable on a high SPD thief since the biggest problem with phoenix blade users isn't merely that they are slow, but that reraise revives them in critical (in which they will waste turns healing or running rather than fighting). There's no need to grant it a residual effect (such as null: blind) since the whole point of such a unit is early game dominance (with a possible late-game switchback if you run re-raise and an intelligent secondary), but I wouldn't really object either.
The rest of this post is addressed to The Damned.
Masasmune is NOT broken unless you have two units running it. Since masamune only affects two people, if you depend on one masamune unit to haste 4 people, it will take 3 turns and by the time that happens (for the average team with units less than 10 SPD), at least one of your hasted units is dead/needs refreshing, so your unit is stuck on masamune duty indefinitely. Now, if you want to run two units with masamune, you're free to do that, but you mess up your offensive variety at your own peril.
Slow spells fighting an utterly losing game? Back when masamune was target AoE, I tested it against Slow2 and nameless dance. Nameless and Slow2 teams beat my single masamune teams, winning on most maps except the small ones where you could always haste 4 units. You needed 2 masamuners or haste2 to counter it. If anything, the new masamune will fail utterly against slow because you'll eat up the masamune unit's AI priority into removing slow every single turn, with an even less likely chance to haste someone else (compared to before).
Dance > Song:
Witch Hunt > Angel Song (0 MP = incapacitation for a lot of units without Absorb MP or Move-MP Up with 150+ maxMP; Angel Song will not be used in a Move-MP UP kind of way, but only used to reload, meaning you'll still waste turns)
Wiznaibus > Life Song (A fully spec'd life song team can last only if you don't kill its mimes, but a non-fully spec'd life song team is pretty weak; a fully spec'd wiznaibus team can only be stopped by auto potion, speed save, or critical quick, but even a partially spec'd wiznaibus team can still snipe PD units or be used to accumulate damage for climhazzard procs)
Slow Dance > Cheer Song (Y U SO DERP proved the use of slow dance. No one uses cheer song because once your SPD > 10, you will get a turn before Cheer Song finishes, giving the AI a chance to switch songs before finishing the cast.)
Polka Polka / Disillusion > Battle/Magic Song (Y U SO DERP beat a lot of teams that used these tactics.)
Nameless Dance > Nameless Song (Nameless Dance adds Slow. Nameless Song cannot add haste for AI reasons. Otherwise, Oil is effectively equal to Protect/Shell. Running reflect pretty much blocks out using cure1/2/3 on your team, so only re-raise is solid (since very few people run undead). Meanwhile, darkness and silence can incapacitate a large swath of units, much more so than reflect and reraise can counter.)
Last Song > Last Dance (Last Dance is only good if you use Jump. Last Song is lethally applied as long as you have a team with 10+ SPD except for the singer.)
We do not need to create elemental neutralizers that also cancel oil (which was created to counter elemental halve/neutrality) because a game should minimize the number of anti-counters (like Yu-Gi-Oh's counter traps). Such specializations become ever more niche and create an arms race for even bigger trump cards (which makes coding more and more complicated).
Damned, transparent ignores the evade of the defender, not the attacker. That being said, blind overrides transparent (as it should).
Nerfing bloody strings is obvious as drain HP in FFT is actually equivalent to a weapon that averages to be around 1.5x its normal WP.
Poles honestly are fine as is. The 2H poles are powerful (as Dol proved a while back with Sticks), but the only pole that is bland is the 14 WP one.
Ninjato are kind of flat by comparison because of how much we boosted swords (which weren't even weak before), but again, I see nothing really off with it unless you all want Sasuke Knife at +2 SP.
Honestly, Damned, innocent is fine the way it is. It's really only reliably inflicted from one source, and usually used to charge up ninjitsu (because you can't reliably target mages with a stick). Honestly, a mediator would rather use berserk (on the majority of the enemy squad) followed by kiyomori rather than innocent on possibly only half the enemy squad. Mages are squishier in general, but start with high ninjitsu evasion (high faith), if not outright ninjitsu blocking (reflect). They don't need anti-innocent. Knights, who are supposed to tank, have more need to stop means of boosting damage.
Honestly, most of the anti-status gear are fine as is now that they are tied to elemental absorb/null. If anything, the Defense Ring may be too strong for mages with 40 fury (in blocking most of the anti-mage status effects as well as nether water). Can we swap it with the jade armlet (null ice)?
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Final Fantasy Tactics Hacking / Re: (App) LEDecoder: Find ASM within binary files (little endian) (Update 1/28)
« on: November 06, 2012, 03:35:49 PM »Quote
Sign extension is something that usually happens at the end of an instruction (e.g. lb is lbu with sign extension at the end); I don't know of any instructions that just do sign-extension and nothing else. Which ones do you mean?http://personal.denison.edu/~bressoud/cs281-s10/Supplements/ISA_Vol_2.pdf
I was being unclear; I mean the commands labelled under Special3 in this file: the ones labelled EXT (Extend Bit Field), INS (Insert Bit Field), and SEB/H (Sign Extend Byte/Halfword).
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From what I understand, coprocessor calls are very generic because the coprocessors were configurable, so the calls themselves are probably little more than "cop1 (argument)". I could add a checkbox to the form to disassemble cop1 calls to PSP FPU instructions, but I don't think I can make that the default option, because then the tool would only be correct for the PSP.Point taken. I only wanted the floating point and possibly CACHE command calls.
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For starting offsets, would it make sense to also map to another destination offset? e.g., to start disassembling the file at 0x10000 and map the addresses to 0x78000 (to correspond to a RAM offset, perhaps?)For FFT, this is unnecessary, but in general, for other games that map sections of a file (in the ROM) dynamically into the RAM, that may be useful.
http://math-atlas.sourceforge.net/devel/assembly/mips-iv.pdf
This is another site that contains the opcodes for all the instructions the previous link does not have.