Final Fantasy Hacktics

Modding => PSX FFT Hacking => Topic started by: Dokurider on November 12, 2008, 04:58:26 pm

Title: Maximizing Elemental Damage
Post by: Dokurider on November 12, 2008, 04:58:26 pm
Ever since I started playing this game, I've always wondered how I can do maximum damage with Elemental. What is the right balance that will produce the most damage? It really fascinates me. So, for the past two weeks, I've been working on this project to find out how to maximize damage with Elemental.

Two weeks later, I give you the fruit of my labors. I hope you find this useful.
 
Feel free to ask any questions.

EDIT: Shit, I completely forgot.

I'd like to thank Zodiac for giving me that Item Combo sheet. Without it, I'd still be stuck on some stupid idea I had early on.
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Post by: The Damned on November 12, 2008, 06:07:08 pm
Neato.

I have to ask, though, since it's the most important question and the answer isn't obvious: With regards to Elemental, what is your definition of "optimization"? (I.e. does it takes items into considering, is there a set number you were initially looking for in either or both stats, etc.)

All I can tell at the moment is that MA plays more of a part than PA in the formula.
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Post by: Dokurider on November 12, 2008, 06:20:56 pm
What I mean by optimization is that all items equipped are boosting PA or MA as much as possible.
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Post by: The Damned on November 12, 2008, 10:43:09 pm
You might want to clearly have a reference on like Sheet 4 for what the items are because right now it's a bit obtuse.
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Post by: philsov on November 13, 2008, 02:39:57 am
QuoteWhat is the right balance that will produce the most damage?

>_>

If (PA + 2) is less than MA, boost MA.
If (PA + 2) is more than MA, boost PA.

There's a couple odd points once you tack on multiplers and play with truncation, but in general that's the rule.  It's all relative to what your current stats are.  Wizards get more out of boosting PA, and Lancers get more out of boosting MA.  

Because ANY boost in either stat will ultimately boost elemental, however, you're typically better off bloating that class' primary stat.

QuoteAll I can tell at the moment is that MA plays more of a part than PA in the formula.

Not really.  If you half the MA instead of the PA you'll usually come out with the same output, mathematically speaking.  However like I said there's truncation in play so its nice to have PA be even.

Edit:

May I suggest a modifier column?
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Post by: Dokurider on November 13, 2008, 10:32:49 am
Modifier Column?
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Post by: philsov on November 13, 2008, 12:41:59 pm
like, if you have MAU it'll throw off the optimization numbers because your effective MA is higher.  Same with boost:element.
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Post by: Dokurider on November 13, 2008, 01:42:41 pm
No, I compensated for that, MAU anyways. The highest MA a unit can ever obtain is 32. With MAU, the highest one can obtain is 40 MA. That is exactly why all charts end at 40. I considered incorporating Boost: Element, but it's so situational, I'm not sure if it's such a hot idea. I wouldn't rely on Boost: Element.
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Post by: SentinalBlade on November 13, 2008, 03:01:58 pm
what about 108 gems? doesnt that boost them all?
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Post by: Dokurider on November 13, 2008, 03:37:31 pm
Yes, it does, but panels with elements in it are sparse. That's what I meant.

Eh, what the hell. I'll change it to compensate for Boost: Element over the weekend. Good luck.
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Post by: Dormin Jake on November 13, 2008, 04:42:54 pm
Pitfall, Carve Model, and Hell Ivy are non-elemental, if I remember correctly, so they actually aren't boosted by 108 Gems.  Most of the skillset is, though, so I think the odds might be more in favor of the boost, even with the great prevalence of Hell Ivy panels everywhere.

EDIT: Though if we're talking maximation and including MA values of 40, then you might as well have boost in there anyway.
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Post by: Dokurider on November 13, 2008, 04:45:56 pm
I said I'd do it!