- Add Review
- Subscribe
- Nominate
- Submit Media
- RSS
- Summary
- Blog
- Images
- Reviews
- Media
- RSW Bug Reports
- Unlockable Guests
- RMN Soundtrack Voting
- Credits
- Downloads
- Play Lists
Magic Damage Recalculated Redux
- WCouillard
- 05/24/2014 06:17 PM
- 2914 views
It is sort of bothering me that I didn't notice this much sooner...
The way I was calculating magic damage for abilities was totally incorrect. Don't get me wrong, the formulae were right... just how I was using them were incorrect. All magical abilities use a base power level and a multiplier to determine damage. The problem I was having was with the base power levels. I was mostly using static power levels that didn't change as characters leveled up, which made their magic abilities either way too strong at low levels, or way too weak at higher levels. I first came to the conclusion that I had a better method when I re-tooled the damage of Wedge's Meteor Limit Break ability.
While testing, I noticed a level 99 Leon was dealing around 25,000 damage with a physical attack, while spells like Firaga and Holy were dealing less than 9,000. That prompted me to take a look at how I could improve the calls that determined their damage. So, instead of setting a static number to a spell's power, I set it to a percentage of the character's Magic Power stat. Fire, Blizzard, Thunder and Water, for example, use "mat * 0.25" as their base power now, with an added multiplier of 1, making them use exactly 25% of Wedge's Magic Power stat as the power level for the ability. This allows the spell to deal the proper amount of damage at a low level, and increase it's power as Wedge's level grows higher.
The third tier elemental spells use "mat * 0.55" as their base power, with a multiplier of 3.5, which makes them strong enough at a high level to still be useful, while not making them incredibly damaging at low levels (formerly, Flare would deal somewhere in the 20,000 damage range even at level 1 with the old formula call; say what?!)
It had gotten to the point where Wedge's normal attack was dealing more damage than some of his strongest spells, and that was a problem. That's all fixed now, and I think I can finally put the damage calculation issues to bed and go back to work on other scripts that need some attention (Custom Battle Log, I'm looking at you).
The way I was calculating magic damage for abilities was totally incorrect. Don't get me wrong, the formulae were right... just how I was using them were incorrect. All magical abilities use a base power level and a multiplier to determine damage. The problem I was having was with the base power levels. I was mostly using static power levels that didn't change as characters leveled up, which made their magic abilities either way too strong at low levels, or way too weak at higher levels. I first came to the conclusion that I had a better method when I re-tooled the damage of Wedge's Meteor Limit Break ability.
While testing, I noticed a level 99 Leon was dealing around 25,000 damage with a physical attack, while spells like Firaga and Holy were dealing less than 9,000. That prompted me to take a look at how I could improve the calls that determined their damage. So, instead of setting a static number to a spell's power, I set it to a percentage of the character's Magic Power stat. Fire, Blizzard, Thunder and Water, for example, use "mat * 0.25" as their base power now, with an added multiplier of 1, making them use exactly 25% of Wedge's Magic Power stat as the power level for the ability. This allows the spell to deal the proper amount of damage at a low level, and increase it's power as Wedge's level grows higher.
The third tier elemental spells use "mat * 0.55" as their base power, with a multiplier of 3.5, which makes them strong enough at a high level to still be useful, while not making them incredibly damaging at low levels (formerly, Flare would deal somewhere in the 20,000 damage range even at level 1 with the old formula call; say what?!)
It had gotten to the point where Wedge's normal attack was dealing more damage than some of his strongest spells, and that was a problem. That's all fixed now, and I think I can finally put the damage calculation issues to bed and go back to work on other scripts that need some attention (Custom Battle Log, I'm looking at you).
Posts
Pages:
1
Makes total sense. Glad that's been addressed now. I wonder what the base power of Ultima is... haha.
author=janussenpre
Makes total sense. Glad that's been addressed now. I wonder what the base power of Ultima is... haha.
100% of Magic Attack * 5 (ignoring Magic Defense)
author=Noel_Kreiss
Can you tell us a bit more about stat growth and stat cap?
Like what? All characters have different stat growth, and it caps at 255 per stat.
author=WCouillardLike from what I know, in FFVI only HP and MP grow with the level and I was wondering if you have the same. From what I remember you said once, long ago, that character stats will be fixed and only their HP and MP will grow with the level, or something like that.author=Noel_KreissLike what? All characters have different stat growth, and it caps at 255 per stat.
Can you tell us a bit more about stat growth and stat cap?
author=WCouillardThat's rough. I think that many players will prioritize Speed-boosting Aeons to improve their characters since it's the only stat that doesn't grow with your level.
That changed long, long ago. :D
Speed doesn't raise with levels, still.
It doesn't grow because most enemies in the game have between 50-70 Speed (some select ones have higher Speeds later on). Keeps the ATB charge rates in check. None of the Aeons have a Speed bonus on Level Up anymore, but it can be raised via the Dead Pepper item (there will be a way to get them at your leisure, probably via Coliseum).
author=WCouillard
That changed long, long ago. :D
Speed doesn't raise with levels, still.
Thank god. I get so OCD when it comes to the min maxing. I remember doing a low level FF6 playthrough where the average level of the entire character cast was 9 or 10 or something by the end of the game. That way, I could dinosaur forest farm all of my stats to perfection.
NEVER AGAIN.
author=janussenpreI heard there's a similar thing with Final Fantasy IX where if someone wants to get some high stats, he should do low-level challenge and wait with serious levelling until getting the possible best equipment as it raises stats way better than lower-level equipment.author=WCouillardThank god. I get so OCD when it comes to the min maxing. I remember doing a low level FF6 playthrough where the average level of the entire character cast was 9 or 10 or something by the end of the game. That way, I could dinosaur forest farm all of my stats to perfection.
That changed long, long ago. :D
Speed doesn't raise with levels, still.
NEVER AGAIN.
And there's some kind of min-maxing in Final Fantasy XII where max HP and MP values are randomised on level up, but can actually be made to get the max stats.
I think Final Fantasy X did best with stat growth with its Sphere Grid and stat spheres.
Pages:
1