Re: -
Posted: Wed Dec 09, 2020 12:09 am
Yeah turns out level is a part of accuracy as well. Also to those of you familiar with EO1 or at least the completed LP of it on the forums, this formula should look familiar to you. Yeah it's basically the EO1 accuracy formula only with the 500 constants replaced with 400s. So yeah, accuracy matters slightly more in 7th Dragon, but ultimately not much of a factor to worry about in most cases. Mages almost never need to worry about accuracy due to their INT providing a big boost.Spell Attack Accuracy wrote: Accuracy = (100 * (Attacker Level + Attacker INT + 400)) / (Target Level + Target SPD + 400)
Accuracy matters slightly more for physical attackers due to the lower constants. It's something to keep in mind, but not really something to worry about as everyone has 100% innate accuracy and unless there's a drastic difference in SPD, it's not too much to worry about. Unless the enemy uses a SPD buff, then it's something to worry about cause that can actually have an effect.Physical Attack Accuracy wrote: Arrow accuracy = Arrows Fired * -3 + 100
If Arrow accuracy is below 50, set it to 50.
If user is not using a Bow or is an enemy, Arrow accuracy = 100.
Accuracy = (Arrow accuracy * (Attacker Level + Attacker SPD + 300)) / (Target Level + Target SPD + 300)
Turns out the game just aggressively rounds down whenever it can. Basically assume that the game utterly despises decimals whenever it comes to combat math and will annihilate them on sight.And there's a calculation glitch because of course there is. For some reason if the infliction rate reaches a multiple of 100% exactly, the game kind of goes nuts and randomly adds or subtracts 1% or 2% from the final infliction rate. I don't know why this happens.
If EX is active, multiply the Escape Rate by 2.Escape Rate = ((Escape Attempts * 10) + 30 * (Player Level + Player SPD)) / (Enemies' average Level + Enemies' average SPD)
So much for theorhetical Rogue SCC cheese. Not that the rates on Hide would make that very reliable anyways but still.Araxxor wrote: ↑Wed Jun 09, 2021 9:07 amHowever, remember what I said about shrinking the row count by 1? If the Rogue is alone in that row, that will cause the enemy to think there are 0 party members in that row if their Hide checks succeeds. In that case, the enemy will then target the other row and repeat all these procedures so far. That's the only possible way to force an enemy to change their mind about what row they go after.
But what if you only have 1 Rogue on each row and both of their Hide checks succeed? In that case, the enemy will think there are 0 party members in the battle, and will just randomly go after any party member, overriding any successful Hide checks.
blizzardvizard wrote: I ran into one. No overworld sprite, just in a regular random encounter. It was a Triceratops, incidentally. I did have frameskip turned on at the time, though, so maybe it had to do with that RNG screwage thing you mentioned.
Um.-Dragon Egg: 1%
-Tamafite: 60%
-Aquamarine: 39%
Yeah that's completely and utterly wrong. This is actually describing the percentage of how much the encounter meter is filled. The encounter rate actually works differently from this.Every time you exit a battle, or enter a new location that has random encounters, a counter is set to 100. Each tile you step on in an area subtracts a number from 0 to 6 (It’s random, but certain tiles have certain ranges that could possibly be subtracted.) When the number goes past 0, you get into a battle. Oh and if said number dips past a certain threshold, the petals on the flower fill up. The counter’s numbers corresponds to these number of petals:
100: No petals
99: 1 petal
89: 2 petals
79: 3 petals
69: 4 petals
59: 5 petals
49: 6 petals
39: 7 petals
29: 8 petals
19: Orange petals
First things first, the address stated is for the visual of the encounter meter and is actually irrelevant. The actual address for the encounter rate is located at 0x02188A5C. (And is also a 2 byte value, not a 1 byte value like with the other address.)Araxxor wrote: Oh yes, Pokeytax, I believe I discovered a bug with the USA patch. In some odd circumstances (No idea when exactly this triggers, but it seems to be consistent with a fresh load?) Whenever you teleport using a portal, or save your game at a portal, (Simply interacting with the portal or save location and then cancelling will not trigger the bug), then go back to the overworld, the encounter rate goes back to the original version's levels. (Address of the encounter meter is located at 0x0217C146, in case you didn't know.) This lasts until you get into a battle, or just enter a new location, at which point the encounter rate goes back to the USA patch's intended values. Bloom damage appears to be functioning normally, at the very least.
For the rest of you that are playing with the patch, this bug can be circumvented by just simply reentering the portal location and exiting again. The encounter rates go back to normal then.
Araxxor wrote: Oh yes, Pokeytax, I believe I discovered a bug with the USA patch. In some odd circumstances (No idea when exactly this triggers, but it seems to be consistent with a fresh load?) Whenever you teleport using a portal, or save your game at a portal, (Simply interacting with the portal or save location and then cancelling will not trigger the bug), then go back to the overworld, the encounter rate goes back to the original version's levels.
I did some more digging and can elaborate on just why exactly this happens.Araxxor wrote: The RNG used here for the encounter rate is not frame based and is basically static until something advances it, which explains why I constantly got sucker punched after a fresh load. Pokeytax's patch works perfectly fine. It was actually the game itself silently playing a practical joke on me.
I overcomplicated this. As it turns out the check is pretty simple.Araxxor wrote: ↑Tue Oct 20, 2020 8:15 amAddendum to the soft cap mechanic!
Yeah, so I was wrong in my previous post. I found out how it actually worked when I looked into things more. And it's not so much a soft cap so much as the game switching over to a different damage formula in certain circumstances.
Damage = [(User's INT / 2) * Spell Power + (Base Damage * Mastery Power) – (Target's DEF / 2) – (Target's INT / 2)] * Damage Multipliers * Concentrate Factor * EX Factor
It's a little more complex than the more straightforward physical damage formula, but everything works as you would expect. Concentrate and EX stack fully here.
However, if at any point the result from this formula is equal to or greater than INT * 10, the game swaps over to this formula instead:
Damage = (User's INT * 8) + [(Spell Power * (INT / 10)) + (Base Damage * Mastery Power / 5) – (Target's DEF / 10) – (Target's INT / 10) * Damage Multipliers * Concentrate Factor * EX Factor]
As it turns out more video games came out and continued to devour my free time. But back to the LP.Sorry for not having an update out for a while (on the plus side, I've updated more times this year compared to last year?) NEO TWEWY came out and ate all my free time. I'm done with that now, so back to this LP I go. I don't have an actual update ready yet, so have a quick writeup about some unused stuff in this game while I work on that.