Does anyone know if "Angel of Death" officially appears anywhere in the game? I saw him in one of the events, but it's unmarked and in some random battle with Elmdor and a bunch of random NPCs.
It's Elmdor's zodiac beast form job title.
Angel of Death is Zalera
Zalera is Elmdor he used the gemini zodiac stone
Of course you will fight him and that means he will appear officially.
I beat you!
its only a split second :shock:
That's all it takes.
Then what is the Ghost of Fury? I thought
that was Eldmor's Zodiac form?
Isn't that Hashmal? No, wait. It's Adramelech.
... who? And Hashmal is the Regulator or whatever.
Adramelk is Dycedarg's zodiac form. Sounds like someone hasn't played through in a while.
Ooooohhhh... thanks a million guys! That helps a lot! Whew... and here I almost made Eldmor's Zodiac as tough as Arch Angel.
You might as well have, he's a total pushover.
... well, I am making him better, but ... do you really think he should have these stats?
Arch Angel - Level 66
• HP Growth: 20
• HP Multiplier: 250
• MP Growth: 30
• MP Multiplier: 160
• Speed Growth: 100
• Speed Multiplier: 160
• PA Growth: 40
• PA Multiplier: 120
• MA Growth: 100
• MA Multiplier: 140
• Class Evade: 30%
Unless you're giving him some good innate abilities then that would probably be fine. Might be a bit high on the hp's though.
That's the Arch Angel... the final-final boss, assuming you're talking about making Dycedarg's Zodiac that tough. Assuming this, you know out to calculate those values into real numbers? I thought maybe it was (Growth * Level) * Multiplier/100 ... but only 3,300 seemed really low.
P.S. (As of right now..)
Ghost of Fury - Level 46
• HP Growth: 20
• HP Multiplier: 105
• MP Growth: 20
• MP Multiplier: 150
• Speed Growth: 106
• Speed Multiplier: 170
• PA Growth: 51
• PA Multiplier: 185
• MA Growth: 56
• MA Multiplier: 170
• Class Evade: 23%
This is from section 7 of the Battle Mechanics guide on gamefaqs.com:
The five surface stats of each unit -- HP, MP, Speed, PA, and MA -- are
determined from a set of five more 'raw stats' that are then multiplied
by job-dependent constants. The raw stats are never visible in-game,
but they are stored in the game's memory.
The stats you actually see are derived from these hidden parameters by
these equations:
HP = [(RawHP * ClassHPMultiplier) / 1638400]
MP = [(RawMP * ClassMPMultiplier) / 1638400]
Sp = [(RawSp * ClassSpMultiplier) / 1638400]
PA = [(RawPA * ClassPAMultiplier) / 1638400]
MA = [(RawMA * ClassMAMultiplier) / 1683400]
Notes:
- If the final value is less than 1, it becomes 1 -- that is,
revised_value = max{value, 1}.
- Enemy Zodiac beasts, in the special story battles where you fight them,
have unique equations that determine their HP and MP:
HP = [(RawHP * ClassHPMultiplier) / 163840]
MP = [(RawMP * ClassMPMultiplier) / 163840]
The division by 163,840 instead of by 1,638,400 accounts for the Zodiac
beasts' extremely high HP and MP despite their unremarkable multipliers.
Edit: Raw stats:
initial values
Gender RSp RPA RMA
------- ------ ------ ------
Male 98,304 81,920 65,536
Female 98,304 65,536 81,920
Monster 81,920 random random
Because the level up bonus is ultimately based on this initial value,
females will have better MA growth than males, and males will have better
PA growth than females.
EXCEPTION: Ramza starts with 81,920 of both RPA and RMA (but otherwise
is a normal male, despite his appearance).
Monsters have randomized initial RPA and RMA values. A monster's initial
values will lie between the two extrema for each stat, inclusive.
Gender initial RPA initial RMA
------- ---------------- ----------------
Monster (81,920..98,303) (81,920..98,303)
However, RHP and RMP have random variation for all units, human and
monster; different units will start with different amounts of RHP and RMP
within a certain range:
Gender initial RHP initial RMP
------- ------------------ ------------------
Male (491,520..524,287) (229,376..245,759)
Female (458,752..491,519) (245,760..262,143)
Monster (573,440..622,591) (98,304..147,455)
The hp growth, mp growth, etc. have to do with how much you get on lvl ups, and not actual stats, I think... This is confusing as hell to figure out.
I must be doing something wrong then ... 'cause 20 * 66 (Level) = 1,320 * 250 = 330,000 / 163840 = 2.014 ...
Yeah, I'm pretty sure he won't have 2 HP.
Edit: I tried looking up that guide and about Raw HP and such ... but all it did was confuse me. >.<
Okay ... well, I got as far as saying 82,000 * 50 (Impure Kings Original Multiplier) * 20 (Level) / 163840 = ~500 ... which I read is around his HP. So that's a step ... but that doesn't quite answer what the freakin' Growth does in the FFT Patcher ... it's 12 originally ... I can't see how 12 = 82,000. :shock: That'd make his HP = ~3,500.
Edit-Edit: Also just figured if I use their numbers, my Arch Angel will have anywhere between 57,756 to 62,690 HP and even at maximum damage of 999, it'd take 58-63 hits to kill him. I'm really starting to notice something is wrong here... either on the Guide's side or ours.
Can't believe I missed this link: www.geocities.com/sigmahaven/lvlsimbeta.zip (http://www.geocities.com/sigmahaven/lvlsimbeta.zip)
It was in the bmg guide too. Now we can finally figure out what the hell we're doing! :lol:
Awesome! Way awesome ... but still doesn't answer what Growth does, lol. Maybe it's safest to just... leave it?
Edit: Nevermind.... xD
Edit-Edit: I got around 3,600 actually, but...
Lower growth actually means higher growth on level up.
But yeah, it probably would be best to only change it by 2 or 3 at most.
Edit: Also nevermind then... lol
Edit-edit- It's because the stats can differentiate by a certain amount.
great, with this you can create guest or enemy characters and completely hide their status by applying ultima demon formula and not make them have some massive stat growth.
i used one of the empty job slots to apply to characters that i want to hide stats on without making them actually have such zodiac demon health growth... for example i made boco appear as a guest, with a special blue chocobo job but gave him a large skillset so to hide the junk since he never joins, i applied the status. something like hpm 12 and hpc 3 lol but he can quick cast cure4, life2, haste, slow, stop so his mpm is 200 and mpc 2.
i wonder tho. if a human charcter has armor equipped will the hp/ mp added by the armor be multiplied as well?
from the BGM it seems to only affect raw HP/MP.
Yeah, it's Raw HP + Armor/Helmet HP bonuses. And the hiding of status is kind of neat idea... though can't think of a situation where I'd want that to happen besides the Zodiac Monsters... I was thinking of putting random battle Bosses.. hiding their status would be fun. ^_^
here is just one of many ideas for a masked job
(why hide a job stats? mainly of an enemy or guest that never joins?
because you can do some neat things with the entd editor for battles but once they join in the menu become screwy as hell...)
here is an example for a job:
Holy Lancer
(i think that icewolf bite looks like the tip of a spear sooo.... provided that i made it able to hit even monsters i did this....)
hes equipped with a spear in his weapon hand, and any sword in his shield hand. (this alone already looks wrong since we all know you cant do that normally) but with such equip he can thrust with his spear and youll see the skill executed as if he used the spear to do it. also giving him maintenance prevents this secret from ever being revealed.
anyway and making a job that has such low hp growth even with the hidden formula makes him seem like another human instead of some huge boss. (there aren't many free slots to just create some job with crappy hp stats for such use, but as you all know with the entd editor you could make one sprite have a different job, if u wanted to you could use this job and just name it "?????" or "Unknown" and apply it to several different hidden stats characters...
see what im sayin? you can give them all kinds of junk and hide it making it look natural
like my blue chocobo
maybe this sounds kind of weird but i think it opens alot of doors for custom guests and enemies. you might even be able to force a special character to use a second or third color palette by assigning a different "monster palette" number hmm?