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Rfh [Posts: 279]
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  • [May 20, 2012, 09:41:35 AM]
Rebalance Magical an Physical Damage in level growth
« on: May 20, 2012, 09:41:35 AM »
I said time ago I will do a guide and here is the guide.

To start...

Well in this guide I will tell you how this works. Many people are unaware of the serious problem involves creating magic without different levels. The typical example is to replace Calculator by Sage and put spells with the same level.


Understanding the problem

- To begin we have to see how the weapon damage:
There are two variables, PA and WP These two values ​​increase when increase your level (gain PA) and history proresion (gain WP) Therefore, the damage is much greater each time.
- Magical Damage:
What's happen? For a simple spell there are only one variable: MA. The Y value doesn't change, therefore the damage is much less variable than the weapon damage. Here a calculations:

Physical damage using PA: 5 and WP: 4   Formula Dmg_(WP*PA) = 20 damage
Magical Damage with MA: 5 , Y: 10, 65 Faith the caster and the target Formula Dmg F_(MA*Y) = 21 Damage

This is balanced, but that occurs later in the game...

Physical damage using PA: 20 and WP: 15   Formula Dmg_(WP*PA) = 300 damage
Magical Damage with MA: 20 , Y: 10, 65 Faith the caster and the target Formula Dmg F_(MA*Y) = 84 Damage

Well you can see the big difference. (The Gear raise HP in progressive way at the same time that the weapons, but what happens with the magic?,  For fix this Square use different magics levels with progresive Y values. You see Black Magic, White Magic, Draw Out  and Summon.

But this system has 2 problems:

- If you save JP to learn an advanded level spell, you'll cause a very big damage early in game.
- ''I want to create for example, a Sage job with only 2  magic spells (Aero and Quake) or remplace the diffrents magic levels of Black Mage to different elemental magics.''

Fix the problem


See this formula: (MA+Y)/2*MA

In this exist 2 variables. For the for the previous example:

MA=6   6/2*6= 18 Damage
MA=24   24/2*24 288 Damage

Here is the solution!
(You can use  (PA+Y)/2*PA and (PA+Y)/2*MA too if you don't want Weapon damages)

But, there is a problem... you obtain your best gear in level 40-50.  So ''WP variable'' in Weapon Damage ends at this level   however the variable of this formula ends at level 100. How I can fix this?

- Create gear from level 1 to 99. For do this I have an idea. An ASM hack that makes this:
Shop Availabity is based on your your the maximium unit level in the party and the level for unlock each item is the value put in ''Enemy level'' in FFPatcher. The hack is at the end of the topic.
Here is a example about sword and armor gear:


ASM hacks

Here is the Gear hack, and my multiple Formula edit hacks, makes possible this:
Dmg_F(MA*Y/X*MA)
Heal_F(MA*Y/X*MA)
Heal_(MA*Y/X*MA)
Dmg_(MA*Y/X*MA)
Dmg_(PA*Y/X*MA)
Dmg_(PA*WP*Y/X)
Dmg_(PA*Y/X*PA)

Here are the hacks:

Sorry for my English level... I'm Spanish!
« Last Edit: June 22, 2012, 06:55:37 PM by Rfh »
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    Rfh [Posts: 279]
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    • [June 22, 2012, 06:54:30 PM]
    Re: Rebalance Magical an Physical Damage in level growth
    « Reply #1 on: June 22, 2012, 06:54:30 PM »
    I uptaded the first post with the all hacks that need the tutorial. Anyway, here are:

    Physics student
    Rfh [Posts: 279]
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    • [July 01, 2012, 03:44:31 PM]
    Re: Rebalance Magical an Physical Damage in level growth
    « Reply #2 on: July 01, 2012, 03:44:31 PM »
    I don't undertand why ''All damage formulas become: Final Damage/X'' don't work in EBOOT, so I create this:


    Note: If you put X=0 ( /0) in any cited formula, the game freeze.  (only in eboot)

    And for the problem in multihit formulas (use X for determine the hits) I do this:


    <Patch name="Multi-hit Formulas always hit (1+#)">
        <Location file="BATTLE_BIN" offset="1165CC">
          ##001034
        </Location>
      </Patch>
    LastingDawn [Posts: 3452]
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    • [August 09, 2012, 08:15:36 PM]
    Re: Rebalance Magical an Physical Damage in level growth
    « Reply #3 on: August 09, 2012, 08:15:36 PM »
    Why hasn't anyone replied to this yet? This is some very impressive work RfH!

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    Timbo [Posts: 521]
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    • [August 09, 2012, 10:13:11 PM]
    Re: Rebalance Magical an Physical Damage in level growth
    « Reply #4 on: August 09, 2012, 10:13:11 PM »
    People probably aren't responding because it's a metric shitload of information.

    Let me see if I have this right it replaces the Y value of the various magic formula's with a variable derived from the highest leveled member of your party to create spells that scale as the game progresses. To make use of this you have to set the Gear hack and scale the equipment availability to cover from levels 1 to 99, right?

    ALL THE THINGS Official Caretaker.
    RavenOfRazgriz [Posts: 3026]
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    • [August 10, 2012, 09:12:34 AM]
    Re: Rebalance Magical an Physical Damage in level growth
    « Reply #5 on: August 10, 2012, 09:12:34 AM »
    I figured the reason no one replied is that most people realized the flaws in the logic presented and just didn't feel it worth the effort to dissect and refute it.  That's the reason I never replied, anyway...
    Emmy [Posts: 230]
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    • [July 14, 2015, 04:18:42 AM]
    Re: Rebalance Magical an Physical Damage in level growth
    « Reply #6 on: July 14, 2015, 04:18:42 AM »
    I don't undertand why ''All damage formulas become: Final Damage/X'' don't work in EBOOT, so I create this:


    Note: If you put X=0 ( /0) in any cited formula, the game freeze.  (only in eboot)

    And for the problem in multihit formulas (use X for determine the hits) I do this:


    <Patch name="Multi-hit Formulas always hit (1+#)">
        <Location file="BATTLE_BIN" offset="1165CC">
          ##001034
        </Location>
      </Patch>

    Anyone know how to separate the "multiple formulas edit" here to where it only affects formulas 24 and 31?  I was testing this hack out a bit, and the healing formulas portion of it doesn't work as stated.  Edits to 24 and 31 work, and I don't really need the other ones.
    The Puppet ---Master---
    Elric (Overseer) [Posts: 3831]
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    • [July 14, 2015, 04:33:05 AM]
    Re: Rebalance Magical an Physical Damage in level growth
    « Reply #7 on: July 14, 2015, 04:33:05 AM »
    >.< dat necrobump though...

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    Ashiel [Posts: 26]
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    • [October 07, 2015, 07:16:58 PM]
    Re: Rebalance Magical an Physical Damage in level growth
    « Reply #8 on: October 07, 2015, 07:16:58 PM »
    I figured the reason no one replied is that most people realized the flaws in the logic presented and just didn't feel it worth the effort to dissect and refute it.  That's the reason I never replied, anyway...
    This is a little late but, could you elaborate on some of the flaws?

    The reason I ask is because I too also see the magic scaling to be a bit iffy and would like something that produces a smoother progression rather than just creating bigger versions of spells, and a formula that progresses both base and multiplicative damage by MA seems like it would be a great idea. However, using FFTPatcher, I can't find any formula for this that...

    1. Includes Faith in calculations (the closest I can find is formula 1F, but it deals increased damage for having lower faith).
    2. There doesn't seem to be a formula that works for healing in the same way.

    I'd like to look into this more but if I'm missing something that would make it a bad idea or fruitless, it would be great to know beforehand. Since you've got way more experience with FFT-modding, I'd really appreciate your thoughts on the matter.
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