maybe byte 01 is an X value in a formula that’s determined by another byte? that’s just a guess based on what’s known about final fantasy tactics.
EDIT:
ability accuracy: either it’s part of a formula determined by another byte, or it uses some kind of bit toggle… you might have more dramatic results with a smaller range:
78->77
78->76
78->75
78->74
78->73
78->79
78->80
78->81
78->82
78->83
FROM ABILITY DATA:
0d - I think this has something to do with the damage routine called up when a move is used. appears to either determine stat upon which damage is based, or reference a damage formula which determines that. More likely the latter.
07 = status effect?
08 = missile moves
09 = ‘positive’ buffs
0A = inherent to heavy weapons?
0B = enemy removal from battle, maybe instant death
0D = hp stealing moves
17 = increased damage to undead [verified. sunray, flashfire, ghost cannon, cross slash,…]
18 = healing moves
19 = single target healing moves
1C = increased damage to mecs
36 = sword counter moves
38 = TestShot
39 = centipede crush
3C = QuickDraw and TwoGun
Kraken’s Beat has 02 in byte 0d…
other abilities that also have 02 in byte 0d:
-Magin Rampage
-all marital arts counters except counter swing, dragon suplex, and dragon swing
-bright fist, sparkling roll
-al-blaster, punch, kick, chop
wow, i got the urge to do some data analysis! I have a minor update for item data on me, but geocities is under maitenance.
BEGIN DATA ANALYSIS
0d - I think this has something to do with the damage routine called up when a move is used. appears to either determine stat upon which damage is based, or reference a damage formula which determines that. More likely the latter.
00 = sword techs, dirty fan, million dollers, BeamSword, Hammer, PluralSlash, HammerCrush, FinalStrike [last one],
01 = shot, [total, trick, reaction, bound] shot, proton rocket, HE_Rocket, RandomBaz, RailCannon #1, Machine Vulcan, RangeFire,
02 = magin rampage, counter, counter-[chop, fist, bckfist, thrust, slice], KO [punch, kick# 1, fist, kick #2, run], dragon [beat, fist, slide, bckfist], bright fist, sparkling roll, al-blaster, shining kick, punch, kick, chop, sliding, swayback, fist, backfist, crushbeat, rotation kick, KO Throw #2, goldhand, triangle kick, ogre run, scuffle, lastshot, corkscrew, skytwister, beat, Fang, Fangcrush, Daggerjaw, beak, horn, petrify, doubleAxe, brainCrush, Beat #2, scissors, powerBeat, chop, feeler, claw, poisongrip, blade, gale attack, groundhit, heatsmash, icesmash, titas wave, thrust [monster], kick [monster], griffith scratch [monster], tail, tail hit, spin attack, stinger, poison needle, minion strike, coils, tackle, dash, headbutt, stampede, wing, gliderspike [monster], seed vulcan, needles, kusanagi, ink, rock, poison gun, boomerang hook, starlight shower, Shock Soldier, Pop_Knight, CosmicRave, MysticSword, Needle, Lance, Blade, HeatSmash, GriffithScratch [mystic], MysticGlove, Poisonous Blow, Feeler {ran out of room here!}, HellWing, GrapeShot, IceSmash, TigerRampage [2d60f], TigerRampage, [2d621], Mystic Boots, PowerKick, Spiders, Assasinate, TitasWave [2d71d], Vulcan [2d7e3], ChainHeat, IronBall, StunNeedle, HeavyRailCannon,
03 = KO swing, dragon suplex, dragon swing, airthrow, rolling cradle, giant swing, babel crumble, locomotionG, Dragonturn, swingDDT, VandalFlip, PowerBomb, mighty cyclone,
04 = oscillation, spore, solvent, fire barrier, ice barrier, bolt barrier, water cannon, beetle juice, acid breath, blade net, thunderbolt, pain powder, windblast, tornado, heatwave, maelstrom, supersonic, scream, siren, lightball, tremor, quake, quicksand, silf, ignis, mega windblast, kyon's smile #1, salamander, kyon's smile #2, dark sphere, vapor blast, reverse gravity, time eclipse, energy chain #1?, implosion, vermillion sand, rava shot, saber, tower, black cat, nightmare, jackal, cockatrice, reaper, silver fang, vulcan, MecSonata, Graviton, Oscillation, WaterCannon [mystic], Deadly Powder, SpreadBlaster, ThunderBall, BladeNet, Tremor, QuickSand, ThunderBolt, HyperBazooka,
05 = judgementX, sonic wave, graviton, lifewave, enemy fire, Retribution,
06 = dodge needle, dodge tackle, dodge wing, Repair Pack, AntiStone,
07 = status effect?, cross shot, shock, stungaze, charmgaze, stonegaze, hypnotism, psychout, stun touch, feint, counter-fear, sleep gas, deadly moss, flash, poison mist, illstorm, lullaby, shadownet, macumba, fascination, selection, spell bound, sharp pain, shadow hold, dodge thunder, dodge rock, paralyzer, Hypnoflash, Hypnotism, PsyNet, Flash, Psych out, Sweep, MysteryTap, Hypnotism [last], Smile, Salmonella, FlashBomb,
08 = missile moves, Missile, AT_Missile, MicroMissile,
09 = 'positive' buffs, kylin's song, assist, da-dum, battle song, psycho armor, yell, dodge tail, dodge seduction, Portrait #1, Da-Dum, Assist, Portrait #3, PowerSave,
0A = inherent to heavy weapons? [destruction beam, blaster, blaster sword, sonic blaster, water cannon [mec], beam cannon, magnablast, bolt cannon, flame thrower, bolt thrower, plasma bullet, "Laser", Magnify,
0B = enemy removal from battle, maybe instant death, deathgaze, death touch, sphinx riddle, ectoplastnet, flash flood, vanish, element dissolve, Suffocation,
0C = deathgrip,
0D = hp stealing moves, bloodsucker, grasp, ghost touch, firekiss, HPDrain, powergrab, BloodSucker, Lord's Dinner,
0E = sweep, spidernet, hide behind, delay order, timeleap, gate, broken glass #1, dwarf rune, sacrifice, counter magician, dodge drain, dodge touch, dodge gale, evasion laser, evasion rocket, evasion bullet, virus, kyon's smile #b4, shooting mastery, combat mastery, tiger program, dragon program, maxwell program, self repair, Jammer, Call, Runaway,
0F = clawbit #2, Bit,
10 = clawbit #3, Bit [last one],
11 = PoisonDamage,
12 = trample, gasflame, fire breath, flame blast, artic breath, bolt breath, bolt blast, stink gas, poison gas, stone gas, trip gas, diving press, FireBreath, ArcticBreath, Crystalizer, Trample [last one],
13 = stasis rune,
14 = clawbit #1, hypergaze, lightning web, Intercept System, BervaCounter, MoonScraper, GodHand, LordCannon, Carnage, BusterLauncher, 3Mistresses, Saber,
15 = focus shot, CrossHair,
16 = stun shot,
17 = increased damage to undead [verified. sunray, flashfire, ghost cannon, cross slash,...], flash turn, sacred song, elf shot, sunray, flashfire, awakening? [wtf? maybe lifewave and awakening are reversed? is this my mistake, or a saga programmers mistake?], GhostCannon,
18 = final crusade, life rain, reviva,
19 = heal, magic heal, starlight heal, mind heal, dodge smash, Kyon's Smile #d1, MagicHeal,
1A = pain doubler,
1B = MagiDefense,
1c = gremlin touch, magnetic storm, Logic Bomb, GremlinEffect,
1D = sharpshot,
1E = suplex,
1F = Seduction, Pheremone,
20 = phantasm shot #1, phantasm shot #2,
21 = KAMIKAZE_Crush,
22 = gold,
23 = kyon's smile #b3, Energy Supply,
24 = light sword,
25 = dodge powder,
26 = psychic prison,
27 = backfire,
28 = shadow servant,
29 = glass shield,
2A = broken glass #2,
2B = overdrive,
2C = Satellite beam,
2D = Mirror shield, magician,
2E = mad attack,
2F = death curse, death,
30 = regeneration,
31 = reviva,
32 = freedom rune, dodge gaze,
33 = revolution 9 #2, rava barrire #2,
34 = possesion,
35 = shoot all #2,
36 = kasumi, godless, asura revenge
37 = chaos stream,
38 = test shot,
39 = centipede crush,
3a = light shift, dark shirt, fool, ECM, CounterECM,
3b = alkaiser change,
3c = cross deflect, clawbit #4, quickdraw, twogun, mystical change, contact, touch, psy-reflector, sad song, photosynthesis, deathsynthesis, firey spirit, vortex, time twister, revolution 9 #1, evaporate, iron pole, drunk, rava barrire #1, shield, grail, victory rune, vitality rune, hide rune wall rune, soul rune, dodge riddle, dodge net, dodge tremor, dodge death grip, kyon's smile #b2, V_MAX, V_END, Shoot_ALL, Portrait #2, SpaceContact, Defense,
3d = spoil, dodge flash, Spoil,
3e = shadow counter, kaiser smash
3f = al-phoenix, re-al-phoenix, deflect lance, dark phoenix,
40 = DSC #1,
41 = lifesteal [last],
42 = magma touch,
43 = ironclog shot, magic stone, MagicStone [last one],
44 = SatelliteLinker,
45 = brave heart,
note: the various kyon’s smile attacks are the skills used in the 9 guardian rings.
note: i’m beginning to appreciate the way squeenix organized this games abilities. everything’s out in the open. it’s a lot easier to hack than FFT… i don’t see any need to try asm hacking yet, thank god.
FROM SQUIDHEAD’S OR SENOR WAYLAY’S SITE, FORGOT WHICH
[i]Skill Quirks and Related Statistics
Most of the physical attacks with fire, cold, electrical, or energy damage are powered by WILL.
This includes most if not all of the katana attacks, Rising Nova, and Crosscut.
*Breath Attacks- Effectiveness determined by HP and VIT.
*CrossSlash- Effectiveness determined by WIL and PSY
*Cross Shot- This move is dependant partially on strength.
*Dark Sphere- Has the ‘vanish’ effect on the opponent it is used on.
*Dirty Fang & PhantasmShot (Jackal) - Nullifies regeneration. Good for Kylin battle.
*Logic Bomb- Effectiveness is probably determined by INT.
*Magical Heal- The Mystic version cures petrification. The Monster version removes status ailments.
*Pain Doubler- Target’s Max HP is reduced by amount of damage inflicted.
*Phantasm Shot- The higher the caster’s INT, the better the chance of summoning a more advanced beast. At 80+ INT, the caster will summon cockatrice or death 9 out of 10 times.
*Self Control- Powered by INT and WIL.
*Self Repair- The healing formula is 7+VIT. Engineer Car’s formula is 16+ VIT, and Leonard’s is 8+VIT.
*Shield Card- Effectiveness is determined by WIL and INT.
*Shooting Mastery&Combat Mastery- Increases attack power by 1.5 times.
*Sphinx Riddle- Effectiveness determined by INT
*Starlight Heal- The effectiveness is dependant largely on INT and CHA. At 90 INT and CHA, Starlight Heal recovers over 600 damage.
*Vitality Rune- The formula for regeneration is Max HP/16 + VIT+1.
Thunder Thrust
Fist
Godhand
Triangle Kick
Sky Twister
Rising Nova
All four Katana moves
Blizzard can cause Palsy
Victory Rune & Braveheart - Increase the effectiveness of weapons and healing items/equipment.
Possibly other Mec bodyparts/equipments.
SacredSong(Magatama) is better with high WILL
For Mystic (and possibly Monster) moves:
Maelstrom
Flame Breath
Arctic Breath
Crystalizer
Tremor
Quicksand
Heat Smash
Ice Smash
Thunderbolt probably Psy
Net
Oscillation
probably Flash
Deadly Powder
Spreadblaster
Magical Heal
Tiger Rampage
Thunderball
Lightball
Assist
Spoil
Bladenet
MysteryTap probably uses CHA
The rest all have only physical components.
Liferain is based on max HP.
Tiger Rampage possibly use STR, QUI and VIT
Programs AKA MecSkills
Virus- probably CHA.
Self Repair- 7+VIT. For Engineer Car, 16+VIT. For Leonard, 8+VIT.
Unaccompanied Sonata- magic stats. (Rough Japanesse translation)
Kamui Crush- Magic stats. Power increased by Conbat Mastery.
Shock Soldier- Phys. stats. Power increased by Combat Mastery.
Sattelite Linker- WIL and MAYBE other magic-related stats. Increased by Shooting Mastery.
Logic Bomb- In all likelihood, this is powered by INT.
Jammer- magic based stats obviously, probably CHA.
Hypnosis Flash- most likely CHA.
Plural Slash- Phys stats. Combat Mastery increases power.
Crosshairs- WIL most likely.
RangeFire: WIL most likely.
Hammer Crush- Phys most likely. Combat Mastery increases power.
Laser- WIL
Bit- probably WIL.
Logic Bomb and Sphinx Riddle possibly use INT
Healing Spells use CHArm
PSYchic/CHArm/INT are probley the stats used to inflict status afflictions (Poison, Mess, ETC)
For Mystics, GriffithScratch is slightly stronger than TigerRampage. It is also cheaper WP and
causes Stun. TigerRampage self-comboes so choose carefully. For monsters, MightCyclone is cheaper
than GriffithScratch, does more damage, and self-comboes.
The “ElementDissolve” ability on a SplashSword works like the spell Vanish; it removes the enemy
from the battle, negating it’s drop.
STR
Every sword tech not listed elsewhere, Cross Shot, every fighting tech
WIL
Rising Nova, all katana techs, all gun techs
INT
All spells
PSY
Chance for processing extra effects
VIT
Defense against all damage
CHA
Defense against Charm, chance to charm
QUI
Speed in battle
Forgot the rest!
I could have sworn Will affected magic too. Correct me if I’m wrong.
-
Strength does raise the damage of every sword and fighting tech.
-
Quickness also raises the damage of all fighting techs.
-
Intelligence doesn’t seem to have a noticeable effect on damage values (maybe a slight increase
in magic, though I haven’t tested magic extensively enough to come to a conclusion either way).
It does however seem to increase the rate of status effects occurring.
-
Will had the most insight to offer, as I saw it as one of the more important stats before any
of this testing. It has the most effect on status infliction (of the three mental stats). It also
is the predominant stat figured into gun damage (I believe the only one, actually. With 99 Will
and starting levels in the other stats, I was able to do 1664 damage with a single-gunned
BoundShot). BoundShot’s bounces rely entirely on the Will of the character using the gun (not
Quickness, or any other stat). On a slightly random note, the boulders that fall during TrickShot
increase in size with a character’s Will stat (I never noticed that before, don’t know if anyone
else has). It does not increase the damage of Katana techs, as previously thought, nor do any
stats other than Strength. It also does not affect RisingNova damage. Will seems to be about
equal with Psychic in importance to magic attacks, though I’ll have to find some more damage and
healing averages to figure out which carries more weight.
-
Psychic seems to be important solely in magic damage and healing. It may help increase status
infliction rate, but not by much.
-
CrossSlash is an interesting little bugger. When I used it with either starting stats, 99
Quickness, or 99 Intelligence, it damaged an average of 300-400. I didn’t get a number for it
with 99 Strength, so I’ll have to go back and try that, but here’s the interesting part: With 99
Will, the damage shot up into the 650-750 area. Then with 99 Psychic, the damage jumped up again
into the 950 area! I’m rather interested to see just how much damage I can do with CrossSlash
with 99 Strength, Will, and Psychic and a top-level sword. Probably something outrageous, like up
in the 5k+ range, all for 2 WP (1 with mastery)
Thunderbolt can also cause Stun to enemy Mecs.
GremlinEffect has “critical hit on Mecs” ala MagneticStorm
WIL is said to increase accuracy. I don’t know if that’s true, but if it is, it makes it SaGa
Frontier’s equivalent of the DEXterity stat in Romancing SaGas. QUI would be the AGI stat, since
it apparently bumps up kung fu damage too.
I’d be interested to know if the Japanese CD of SF labels WIL/QUI/INT as DEX/AGI/MAG.
I’ll second the Will = accuracy statement. After doing 99 Will and then switching to 99
Intelligence, I noticed a significant number of fighting techs missing. Admittedly, I’ve noticed
that some fighting techs miss when you’re low in Strength, but I think having almost no Will
probably hurts it much more.
Also, if you have ever Gamesharked 99 of every stat (999 HP, 250 WP/JP as well) and then been hit
by an Enemy Fire, it will do somewhere around 2112… just going off of my memory of about 5
years ago, but it seems it takes multiple stats into account. When Diva did her Retribution move
with a maxed character, it did 12000… do you know how these values come up?
INT seems to affect the probability of getting a “good” Phantasm Shot.
PSY affects Gun damage
Seems Regeneration adds a slight bonus (10%?) to effects that already provide regeneration.
(SelfRepair, 'Synthesis) [DS: The realm magic GS Spell?]
[/i]
END DATA ANALYSIS
It looks a lot better in notepad.