Users browsing this thread: 1 Guest(s)
RSD Damage Formula Rework (WIP)
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.
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.
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.
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.
I also decided to adjust magical damage for the player to reduce the dominance of the Magic stat
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.
- 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
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
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.
« Next Oldest | Next Newest »
Users browsing this thread: 1 Guest(s)