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Author Topic: suggestion for a Final Fantasy 6 physical damage formula  (Read 1 times)
dudejo
Guest
« on: May 29, 2010, 10:55:40 pm »

the main problem is that levels have too much influence and stats not enough, right?

and the magic damage formula isn't particularly bad, right?

so i figured, what if we used a modified magic formula for the physical damage?

first, the Attack value could simply be calculated as Vigor + Weapon power.

then, the formula i came up with (and the one that most satisfies me to this point) :

Attack / 3 + ( Level * Vigor * (Attack * 1.5) / 256)


according to my Excel simulations, the early levels provide much more damage. this advantage progressively becomes smaller as you go up in levels unless you have more Vigor. Vigor actually gives an increase worth talking about.

i'd love to try it out myself but i have **** all when it comes to knowledge or even assembly tools.

basically, i want feedback on it for whoever feels interested.
dudejo
Guest
« Reply #1 on: June 12, 2010, 10:22:36 am »

i came up with a prototype formula for a simplified version.

for starters the Vigor*2 + weapon power is skipped entirely.

the formula is then : WeaponPower + (Level * Vigor * WeaponPower/160)


now everything has a relatively equal influence.
SpiffSpoo
Guest
« Reply #2 on: June 12, 2010, 06:15:49 pm »

This would make a Hyper Wrist a hell of a lot better and other + Vigor items.
dudejo
Guest
« Reply #3 on: June 12, 2010, 07:30:58 pm »

the hard part is tweaking the division so that high levels provide useable power without overpowering the early game or the Hyper Wrist letting you nuke every enemy for free. i try to set that bench mark so that level 30 remains good.

but no matter how i tweak it, armor-piercing physical techs like Pummel deal too much damage at lower levels with this formula. luckily, the weapons themselves remain good.

plus

also, i played around with the formula so that 100 Vigor and 255 Battle Power at level 99 would give a ~9999 damage hit against a 100 defense enemy (the average, afaik). that's without the Atlas Armlet.

so i ended up with : Battle Power / 2 + ( Level * Vigor * Battle Power / 152 )
SpiffSpoo
Guest
« Reply #4 on: June 13, 2010, 03:36:50 pm »

Is there a way to add a multiplier or extra variable to a specific ability based on level?
Seems kind of redundant, but it looks like that would be a good way to make Pummel damage less.
I don't know how hard/easy that would be exactly to code for specific abilities though.

Level 40 would seems like a better level to balance around, but then again when I play FF6 my levels are a bit higher than other peoples.
Also, if Pummel does a lot of damage like other armor piercing attack, wouldn't weapons that do the same have that problem as well?
I don't recall many weapons other than Atma though.
dudejo
Guest
« Reply #5 on: June 13, 2010, 06:32:38 pm »

afaik, normal weapons don't ignore defense.

the Atma Weapon runs off its own formula. it's a % calculated by Max HP - Current HP and then your level is thrown in there to finalize damage.

the closest thing would be Edgar's Tools command with the Drill and Chainsaw. they have battle power on par with the game's final weapons.

considering they're capable of high 3 digit damage in the early game, the formula i created DOUBLES that damage at the same level and stats.

June 17, 2010, 04:46:05 am - (Auto Merged - Double Posts are not allowed before 7 days.)
someone on another board gave me a good reason why the division by 152 could be a problem to program so i made another one with a 128 division.

Battle Power / 2 + ( Level * Vigor * Battle Power / 128 ) * 3 / 4

although it requires more Vigor to reach 9999 damage at level 99, this one should be easier to program for the SNES assembly language.
« Last Edit: June 17, 2010, 04:46:05 am by dudejo »
dudejo
Guest
« Reply #6 on: June 21, 2010, 12:12:54 pm »

k... i managed to get a look at how the game's coded with mine own two eyes...

to be honest, i don't understand ****. i can tell what a few of the individual instructions do but i can't string them all together into a logical whole.

i tried adding and removing a byte so that i could fit in the Battle Power / 2 part but it just causes the whole thing to crash. i did manage to copy/paste the formula successfully but that was by ignoring what was already there (which included part of the monsters' calculations AND the Gauntlet bonus).
 
for now, i'm just wondering how i can simply replace ( Level * Level * Attack ) by ( Level * Vigor * Battle Power ). i rewrote the formula as Battle Power + ( Level * Vigor * Battle Power / 256 ) * 3/2. doesn't get any simpler than this...in theory.
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