I coulda sworn from previous hacking self has done that it ignored penalties to begin with uniquely, cause I've altered ultima previously to use standard dmg formula and it still hits for same high power whether you have heavy armor or not.
Equipment penalties affect the success rate of all magic cast by your party in battle, including Ultima, but do not affect spell power. The code for that is at $0C:$B551.
I'm well aware of that being the case in the nes version, was simply confirming it still worked in later ports, did a fair bit of own ff2 hack shenanigans previously and am well versed in what the damage potential is there.
Didn't mean to imply otherwise - sometimes I just like to toss out related info for other people's benefit
After reading the discussion around rebalancing all the enemies, I ultimately don't agree with that. You'd end up with something that feels like a fan version of the game rather than a fixed version of the original design.
Yup, if a change like that ends up getting made, it would probably be in a separate rebalancing hack.
(I was disappointed that [Ultima] still remained underwhelming after all the bug fixing.)
On one of my playthroughs, I was getting around 1600 single-target damage from level 8 Ultima, which felt pretty strong compared to my physical attacks, especially against monsters with high physical defense. One thing to keep in mind that Ultima is white magic in this game, not black magic like in other games, so the spell would tend to produce less impressive results from a black mage.
Here's the most significant tweak I would do to attack magic: alter the way the damage reduces when multi targeting. Currently, it seems to multiply the single target figure by 1/5 or 1/6. This just feels pretty pathetic, whether it's you dishing out the damage or an enemy dealing it.
Multi-target damage reduction works out to around 3/16 of single target damage against targets with neither resistance nor weakness to the spell's element, which is indeed between 1/5 and 1/6 and does make multi-targetting a poor choice in many situations. The spell's success rate is reduced to 1/2 and its power is reduced to 1/4, and since the success rate accounts for 1/2 of the total damage, you get (1/2 + 1/2*1/2)*(1/4) = 3/16. Success rate does not affect targets with resistance or weakness to the spell's element (the success rate is forced to 0% or 100% respectively), so multi-targetting only reduces the spell's power and thus damage to 1/4 of the single target damage. Those success and power modifications apply to all spells (including Berserk
), so it would take some extra work to only change damage-dealing spells, but I do like this idea.
Well, Black Mages still had a lot of value as is--too much in fact, when it comes to Berserk. I'd tone the effect of that spell down. My characters shouldn't go from doing 500 damage to 2000 from a single cast. Temper in the bug fixed versions of FF1 felt a lot more moderate. I'd aim for something with Berserk that takes 500 output to 1000 on average.
Probably Berserk should just use its base spell power of 5 instead of 5 + caster's int bonus. Protect is similarly overpowered, but in that case its base power is 0, so we'd also have to update that.
On to other topics, a small thing that could be improved is how your back row characters seem to lose their back row status after dying. I'm not certain if that's what caused it, but the two things seemed to go together.
Hmm, I don't think I've seen this before - can you provide more details? I do know that if all of your front row characters get killed, your back row characters are moved to the front row and stay there until you change them back, which makes sense depending on what you think would be physically happening if the battle were real.
The inescapable encounter scenario really pissed me off, though, and I'd say it's the most substantial problem remaining.
One of the items on the to-do list for Restored is to add a message at the start of inescapable battles so that at least you'll know you can't run from them.
Regardless of what can or can't be done in the future, you've done extraordinary work improving the black sheep of the classic FFs.
Yeah, it's not bad for what, half a year of free time, on-and-off between other things? I'd still like to do more, but I haven't the time
And since item magic shares the same table space as enemy magic, its just as pathetic as the enemy cast versions, ultimately buffing any enemy spell will buff some item magic spell, and tweaking any spell player accessible will adjust enemies as well.
One of the things we did here was to add a new spell to the spell table for Holy lances to use, so adding monster-specific versions of player-castable spells would be fairly easy.
its mainly a problem with the difference in execution. in ff1, temper raises attack by a fixed amount per cast but can be stacked, while berserk raises attack based on specific amount factored by intelligence stat per level, but repeat casts cannot stack
Berserk stacks up to the cap of 255 in the NES version.
Besides getting first turns every battle and high preemptive strike chance, not a single enemy can physically harm you at that point since none have more than 8 hits and their haste spells are garbage/underused.
Both Generals and Iron Giants have more than 8 hits, at 9 and 12 respectively.
Enemies have very little mp values, the highest being 540 belonging to the final boss. One cast of sufficiently leveled osmose and their magic is gone, and if the prior evade bit is utilized, you already won the battle.
I did a playthrough with a solo pure mage a while ago, and with only 1 valid target for all physical attacks, I had 16-99 evasion well before the final dungeon, so I was effectively immune to even Iron Giants with their 12-100 accuracy; Osmose was quite effective at defanging any enemy capable of inflicting non-physical damage, including the endgame bosses.