No, no you can't. But, as weird as this sounds, Evade% and MagicEvade% are still used as part of the damage calculation for weapon attacks and spells, respectively. There's a (EDIT) very
long algorithm, that gets run every time an attack occurs on screen that hits someone. Well, two actually. One for physicals, one for spells. The difference between the two is that a physical attack can be reduced to 0 damage, if your Evade% AND Defence is high enough. Regrs stated, but I haven't quite confirmed, that reducing AttackPower to 0 is what a "miss" is. With spells, the SpellPower can never fall below 1, regardless of MagicEvade%, Mag. Def., and/or any other factors involved.
You can test this out with a cheat code if you like. Say you're at the end of the game, and you have a character with the best helmet, armor and accessory he/she can equip. That character's Mag. Def. will be 500+, right? Well, try setting a cheat code like so:- For the Boy: 7EE1A700
- For the Girl: 7EE3A700
- For the Sprite: 7EE5A700
Then, go to a battle map like the Mana Fortress or Pure Land, and wait until that character, or those characters, get/s hit with a damaging spell. You may be surprised. Make sure they're wearing their best gear, or the second-best gear from Neko, while you have the cheat codes active.
I can't blame anyone for not knowing that Magic "Evade%" (more like Magic Block%) exists in the game. Not only is the fan name for it a bit misleading, it's also a hidden stat. The Status Menu Screen which ought to TELL you this kinda stuff, has no entry for it, unlike Evade% (or possibly "Evade%"). It's tough to work out what the programmer's reasoning for this algorithm was, exactly. I'll come back to it later, if anyone's interested.
If you find yourself confused by the result, so was I back in the day.
EDIT: Sorry. I think the MP-drain of Shadow Saber works differently. Will have to check what Queue said about it, my bad.
UPDATE FOR HMSONG:
Here's the Link for the Drop Table you asked for. A quick note, though: The table still needs formatting, but the data is all there from the Vanilla ROM. *****Monster Treasure Drop Data Table*****
UPDATE FOR QUEUE:
Okay, this is gonna be quite the description of a bug... <whew!>
So, as we all know, Lunar Magic can have 1 of 8 effects, chosen at random.- <Enemy/party HP recovered!> All enemies on-screen and all characters restored to full HP. That one's not so bad...
- <Raring to go!> <TargetName>'s <Attack>&<Hit>&<Evade>&<Defence> Up! Oh, you mean that Master Ninja I was fighting just got stronger, faster AND tougher!? Thanks a lot, Loony Luna!
- <Burned out!> <TargetName>'s <Attack>&<Hit>&<Evade>&<Defence> Down! Take that, Rabite scourge! Oh wait, it was already weak to start with! Ah well...
- <All are confused!> All enemies on-screen and all party members inflicted with Confuse... gre-eaaat! No spells for us, then!
- <Kupi ku po po!?> All party members inflicted with Moogle. Also tries to Moogle enemies, but can't because all monsters/bosses are immune. Sure fine design Square, you dopefishes!
- <World's bigger?!> All party members inflicted with Pygmy. Does not try to afflict the enemies... if it did, they'd always be immune anyway. Maybe Sailor Moon will come along, and put us in her dollhouse. Jeez...! <forehead slap>
- <Enemy wimps out!> All enemies on-screen inflicted with Transform. That's more like it!
- <Knocked senseless!> All enemies on-screen and all party members inflicted with Sleep. It's like fairy dust... smells like Rainbow Dash's farts, makes everything dead silent for 6 seconds! I could use a nap... noooot.
Now, I patched a ROM with the latest version of the ZPS file, so the 150919 one. In one case, I patched it without
[Spell_System_Extensions] enabled, and from what I could tell, all Vanilla spells including Lunar Magic, were not bugged in any way. They did what they were supposed to. So that's no worry.
In the other case, I patched it with
[Spell_System_Extensions] enabled, and here's where the strangeness kicked in. The new spells like Shadow Saber and Blaze Barrier, and the altered ones like Speed Down with the Inflict Tangle, HitDwn and EvaDwn effect, for example, worked as intended. The only one that didn't... was my good friend, Looney Toony Magic!
So here's a list of effects I noticed, after casting it over and over, and reloading if anything went seriously wrong:- Got "Enemy/party HP recovered!" message, spell restored HP the way it should. So, not bugged. Yay!
- Got "Burned out!" message, but all enemy targets would receive <stat1/2/3/4> UP. Instead of DOWN. Curious, but it's not as though Mr. Eye Spy would get much mileage outta that. Put that on Master Kung-fu Werewolf, now we're in the money!
- Got "Kupi ku po po!?" message, but all enemy targets would receive <stat1/2/3/4> DOWN. Instead of the party getting Moogled. Curiouser and curiouser...
- Got "Enemy wimps out!" message, but all enemies on-screen and all party members get Confused. I think someone broke out the magic mushrooms at this point!
In all other cases, I'd get either:- Game softlocks, with the Luna sprite still on-screen, spell animation does not start playing before the softlock begins. Music still plays...
- Game crashes to a black screen immediately after Luna is meant to vanish back to the Elemental Moonlight dimension... or whatever it is. Music still plays...
- Game actually does a soft-reset, was not using SRAM at the time, so don't know if you can just load your game from that. Was using two savestates instead.
Did you get all of that?! Don't worry. My brain's overheated too!
Unfortunately, I cannot for the life of me work out, or even speculate, on what would be causing the spell to do that. Since no-one in their right mind cares about casting Lunar Magic, in its Vanilla form, with the Sprite, this is not quite as serious as it might have been. It's just... very weird. Kinda like the Moon element itself...
Sorry I can't offer more information than that. I have not yet gotten around to teaching myself the basics of using a debugger, to track code in real-time. Hope to see you again soon... I think hmsong
might be really
missing you (just kidding)!
Take it easy... aaaand that's enough from me just now.