because this board will never drop old topics, it's a great place for "To-do" style threads, as illustrated by the impressive Bugs and Glitch Guide one. AIM convos and emails yield too many little files to search through, and GameFAQs topics have about as much longevity as their creators' brain cells. here, a simple bump dissolves rust better than any chemical can hope to.
here goes:
1) "Stamina involved in defense equation." -- scrap for "dodging equation" or "hit probability" or something.
2) Flare Star: "Lowest target's level" -- s/b "Random target's level".
also, i'm a bit shaky about "determines total damage". while that's technically right, it can be interpreted as "final damage for a target" rather than "sum of damage to all targets". a formula with " / number of targets" seems a little more clear. what's everybody else's thoughts on this?
3) "If Mog is thrown, increase damage**"
nothing wrong with this and its footnote, but further findings can make it a little more precise. If Mog is thrown, Always Critical is set. however, because Umaro's Tackle and Throw ignore defense, and they fail to also set the "Don't Ignore Critical when Ignoring Defense" bit, the thrown Mog measure is for naught. for the same reason, you'll never see the random 1-in-32 critical either of these attacks should allow, either.
4) Seize:
maybe you want to note that in contrast to normal drain attacks, this one isn't capped by the drainer, but only the drainee*. iow, at full Tentacle HP, it just functions as a damaging attack.
* if undead target, drainer and drainee are switched for purposes of that statement.
Also, isn't the damage closer to 60 than 30? here's the setup; feed those numbers into the Magical Damage equation:
- Code: Select all
C2/51BB: 20 8A 29 JSR $298A (Clear special effect, magic power, etc.)
C2/51BE: 9C AE 11 STZ $11AE (Set Magic Power to 0)
C2/51C1: A9 10 LDA #$10
C2/51C3: 8D AF 11 STA $11AF (Set Level to 16)
C2/51C6: 8D A6 11 STA $11A6 (Set Spell Power to 16)
C2/51C9: A9 28 LDA #$28
C2/51CB: 8D A2 11 STA $11A2 (Sets to only ignore defense, heal undead)
C2/51CE: A9 02 LDA #$02
C2/51D0: 8D A3 11 STA $11A3 (Sets to Not reflectable only)
C2/51D3: 0C A4 11 TSB $11A4 (Sets Redirection)
that'll yield 64, which you then run through Step 6 (Random Variance) to get [57..64]. i'm definitely interested in how you saw 30; did you maybe use the Test Patch to have a character Seize, and suffered from Self Damage reduction?
and yes, setting Magic Power to 0 ought to make the "Level = 16" statement pointless.
perhaps such extrapolation is better for the Algorithms FAQ, but i really don't feel like trying to contact Terii.

5) "Berserk - Forces inflicted to Fight/Battle every turn,"
Capture, Jump, and MagiTek are also allowed by Berserk.
6) Health: i'd put a note that says it uses Cure 2's stats, since that's a nifty connection you discovered, and you do similar things for Roulette. maybe do the same for Shock and Megahit, though that's a bit less important due to Megahit not being used by other means (?).
7) "seperate" ==> "separate"

8} Introduce a new field for "Text if hits when casted by monster." Better yet, include the exact message.

9) Maybe add Overcast (and its accompanying brokenness) to the bottom of the Status section?