Users browsing this thread: 1 Guest(s)
RSD Damage Formula Rework (WIP)

#1
Posts: 10
Threads: 3
Thanks Received: 9
Thanks Given: 4
Joined: Mar 2024
Reputation: 0
Status
None
Hi all, I'm just sharing my in-progress damage formula rework in case anyone else wants to use it or build off of it.

Quote:Final Fantasy 6 -- RSD Damage Formula 1.01
by RoSoDude https://rosodudemods.wordpress.com/

This hack is a fork of Leet Sketcher's Ultimate Damage Fix v1.4 patch, including all of its fixes in addition to the following changes:
-Physical damage formula (for player characters) changed:
       -Old formula: Damage = Attack + 1.5*Level*Level*(Attack + 2*Strength)/256
       -New formula: Damage = Attack + Strength*Level*(Attack + 2*Strength)/256
       -The new formula makes physical damage scale much more with the character's Strength (Vigor) stat, where originally it was mostly determined by character level
       -The new formula makes early game damage a bit higher, so it is recommended to reduce character base Strength values by 5-10 points unless you want them to be premier fighters
       -It is also recommended to tweak character abilities like Edgar's tools, Sabin's blitzes, and Cyan's bushidos to account for this increased early damage
-Magical damage formula (for player characters) changed:
       -Old formula: Damage = 4*Spell_pwr + Magic*Level*Spell_pwr/32
       -New formula: Damage = 4*Spell_pwr + 1.5*Magic*Level*Spell_pwr/64
       -The new formula makes magical damage scale a bit less with the character's Magic stat
-Strength stat still caps out in effectiveness at 128
-Magic stat now caps out in effectiveness at 170 instead of 255
-Gauntlet relic now increases weapon attack by 1.5x instead of 1.75x to account for higher early game damage values
-Hyper Wrist adds +10 Strength instead of +50% Strength to account for the increased value of the stat

The IPS patch includes Leet Sketcher's Ultimate Damage Fix v1.4 and Assassin's Genji Glove damage reduction fix v1.01 (compatibility with C.V. Reynolds patch compilation)
The .asm file includes only the the unique changes to this hack

Use at your own risk, I haven't thoroughly tested it and I still need to polish a few things. I will update the post when I finish them.


Attached Files
.zip  RSD_Damage_Formula_1.01.zip (3.25 KB, 6 downloads)
Quote  
[-] The following 2 users say Thank You to RoSoDude for this post:
  • Gi Nattak (07-31-2024), Warrax (07-31-2024)

#2
Posts: 10
Threads: 3
Thanks Received: 9
Thanks Given: 4
Joined: Mar 2024
Reputation: 0
Status
None
I have updated the hack. I wasn't really satisfied with the results I was getting before (damage started out higher than vanilla but lagged behind after level 30), so I decided to tweak it further.
  • Original physical damage formula: Damage = Attack + 1.5*Level*Level*(Attack + 2*Strength)/256
  • Beta physical damage formula: Damage = Attack + Strength*Level*(Attack + Strength)/256
  • New physical damage formula: Damage = Attack + Strength*Level*(Attack + 2*Strength)/256
Basically, if your strength is higher than 1.5*level, you will do more damage than in vanilla. Otherwise, you will do less damage. This means that in the early game, high strength characters will do more damage than they used to, but they'll need to keep investing in Strength to keep up. Obviously this will result in lower damage at level 99 since strength is effectively capped at 128 (not possible to reach 1.5*99 = 148), but I don't care about level ranges above 50 anyway.

I also decided to adjust magical damage for the player to reduce the dominance of the Magic stat
  • Old magical damage formula: Damage = 4*Spell_pwr + Magic*Level*Spell_pwr/32
  • New magical damage formula: Damage = 4*Spell_pwr + 1.5*Magic*Level*Spell_pwr/64
This change is more arbitrary since I could have just adjusted individual spell powers to accomplish a similar effect, but I think the new formula makes spell power scale more logically as level increases. At early levels, you can compare 1 point of spell power = 4 points of attack power, but as you scale up in level it becomes more like 1 spell power = 8 points of attack. Now as you scale in level it approaches 1 spell power = 6 attack power, which I think is sensible.

Note that the damage formula for physical/magical attacks from monsters should be identical to what they were before. I did some testing to try to confirm that this was the case, but they all use branch conditions on the same subroutine, so it is possible that a mistake slipped in.
Quote  



Forum Jump:

Users browsing this thread: 1 Guest(s)


Theme by Madsiur2017Custom Graphics by JamesWhite