Saturday, March 15, 2014

Final Fantasy 1: Dawn of Souls Mod of Balance (increased enemy stats hack; still in semi-permanent planning phase)


IMPORTANT NOTE: I take no credit for the Mod of Balance itself. All credit for the Mod of Balance goes to Jeff Ludwig. If you want to play the Mod of Balance, go to http://jeffludwig.com and download it there. Any modifications I would make are solely intended to increase enemy stats for the sake of increasing the difficulty of the optional parts of the game, and, if I should feel like it at a later date, the latter parts of the game as well.


I chose to update the Mod of Balance hack by not only setting the EXP and gold caps to the ABSOLUTE highest the game will allow (mostly because I LOVE big numbers), but make Omega and Shinryu harder. Whereas the Mod of Balance made them slightly easier to compensate for the fact that many parties will reach them at lower levels due to the revised EXP curve, I want to give them the superboss treatment that they truly deserve. Since the Mod of Balance has higher stat caps for the characters (9999 for HP/MP, 999 for Accuracy, 255 for all other stats), I have decided to give Omega and Shinryu more HP, higher statistics, a more varied set of attacks, higher EXP and gil rewards, etc. Not that the EXP and gil reward will matter anyway, because you'll need to be level 99 and use a lot of stat-boosting items if you wish to have even a halfway fleeting chance to survive Shinryu and Omega. Also, WarMECH has been made significantly harder.

In fact, this Mod of Balance update concentrates almost entirely on making ALL of the Soul of Chaos bosses significantly harder, with Omega and Shinryu being by far the hardest. None of these bosses should be attempted below level 60-70. Omega and Shinryu, the B20F bosses of the Lifespring Grotto, shouldn't be attempted unless you're level 99 AND have used a bunch of stat-boosting items on your team, and if you don't have a Monk or Master, FORGET IT. You'll be lucky to even scratch Omega or Shinryu. 


More below the break/this line




02/16/14 EDIT: Here are a few of the things I've learned today after screwing around with a copy of the Mod of Balance:
-Learned how to edit monster stats with the hex editor, though I still don't know how to edit enemy attacks, resistances or conditions (such as HP Restore, Run/Can't Run flags, etc.), and I'm not going to risk trying at this point in time.
- Omega and Shinryu now officially have Superboss stats. More information below.
- Max enemy HP is 65,535. I think you can give the enemy "extra lives" like in FF4-FF6 to work around this HP cap, but I'm really not in the mood to figure out how to right now.
- EXP and gil awarded is capped per enemy/battle is 65,535. Any higher and it rolls over and you get a lower reward.
- All other enemy stats are capped at 255. It's highly unlikely there's a workaround for this, and there's no real need for one.
- You could probably even have enemies hit 255 times, but you'd have to be fucking INSANE to even think about trying this in any serious capacity.
-Raised the EXP cap from 5000000 to 4,294,967,295. Going to do some play testing to see if it causes any problems once my characters' EXP gets past 9999999. It MIGHT cause a minor graphical glitch, but nothing really game-breaking, hopefully.
-Found out that monsters' Hit Rate modifier has its own separate byte, and Accuracy merely dictates how often the monsters' hits connect. 
-Increased the gil cap above 999,999, and then found out after doing so that carrying around more than 1,000,000 gil causes a minor bug where the counter only shows the last 6 digits. The engine was only made to handle six digits for gil. Also, if you stay at an inn with more than 1,000,000 gil, it doesn't show the gil at ALL. It simply says "gil" at the bottom right side of the screen. None of this causes any functional issues overall, but it is still somewhat annoying. If there's a way to fix this glitch, I'd like to know how to do it.
-Transaction costs are capped at 999,999 as well, for obvious reasons. This goes for both buying and selling items. I increased this to 9,999,999. I could have increased it higher, but there's really no point, as no item costs more than 100,000 gil in this game.
-Bestiary entries count kills up to 999 per enemy. I'm trying to figure out how to edit this to make the number higher.
-WarMECH has had its stats greatly increased. Now, it's back to being harder and more dangerous than the final boss himself, just like in the NES version of Final Fantasy 1. Its Nuke attack, which normally does 400-700 damage, can now do 700-1,500+ damage to ALL characters now. Yes, that IS a plus sign in front of the 1,500. You can cry now if you want to.
-You might end up facing TWO WarMECHs on 4F/5F of the Flying Fortress, Chaos Shrine B4, and certain floors of the Whisperwind Cove. The Chaos Shrine B4 and Whisperwind Cove encounters are often accompanied by three Prototypes, which cast Thundara, which, while not a big deal by itself, is DEADLY when you have WarMECHs nuke-raping you. Unless you're at least level 85 and get a preemptive strike, or are insanely strong, RUN. There's no surviving a double nuke, unless you grind stat boosts for hours AND get insanely lucky. And if you happen to get ambushed by two Warmechs and three Prototypes, well, FUCK.
-Considering increasing Chaos' stats (mainly his HP, hit rate, and his admittedly already overkill intelligence) to make for an even more difficult final boss fight, though being that he's already pretty difficult for normal Mod of Balance players as it is, I think I'll leave him alone. Concept stats below.

02/17/14 EDIT:
-Tested Omega and Shinryu... While Omega was quite a challenge, due to constantly spamming Wave Cannon and nearly killing my party several times, and also that nasty HP regen, Shinryu STILL dies too quickly for my liking. Even after I boosted his intelligence to 133 to increase the damage Flare and his other attacks did, he still managed to go down fairly easy. He managed to kick my ass once or twice by spamming Flare, though. I have to find a way to increase his max HP beyond 65,535. I'm also planning on increasing his defense, intelligence and hit rate to make him deal more damage and take less damage as well.
-Maximum gil cap is INDEED 4,294,967,295 instead of 16,777,215. I figured this out when I sold everything in my inventory and ended up with 17,000,000+ gil. Of course, I reverted to an earlier save immediately after trying this.
-Finally got my party above 10,000,000 EXP. Once you get past that point, a minor graphical glitch occurs where only the last 7 digits show up on the status screen. For example, if you have 10,001,456 EXP, it only shows "0001456" instead of the full number. The engine was only made to handle 7 numbers for EXP. If there's a way to fix this, I'd like to know about it.
-After using enough Stamina Pluses on my Master, I discovered that characters' Attack Power can go above 255 in the Mod of Balance. I know for a fact that Evasion and Resist (Magic Defense) are capped at 255, so I'm assuming Defense is still capped at 255 as well. Of course, ONLY Monks and Masters are capable of ever even coming NEAR 255 in either Attack or Defense.

02/18/14 EDIT:
-Found out that WarMECH can appear on 3F of the Flying Fortress. And yes, TWO can appear in a single battle on this floor as well. You're not going to be able to fight even one of these during your first run through the Flying Fortress, so just run if you get into a WarMECH encounter.

02/28/14 EDIT:
-Increased Shinryu's Intelligence from 133 to 200 and his Hit Rate from 12 to 24. His Flare now does 1,000-2,800 damage (rarely hitting for slightly less), and his physical attack does 6,000-8,000 damage in almost all cases (Masters with 255 DEF take 3,000-4,000 damage and STILL die in most cases). It also has a decent chance of missing, apparently. His Tidal Wave is no slouch, either, doing 800-2,200 damage. His other attacks are less deadly due to your party having elemental resistances... Thunderbolt does about 500-1,200, Icestorm does about 300-800, and he never used Blaze for me. Guess he doesn't actually have it after all.
-I also increased Omega's hit rate from 16 to 32. His Wave Cannon is almost as deadly as Shinryu's Flare, doing about 1,200-2,500 damage to the entire party. His physical attack does 4,000-6,000+ damage (except to a 255 DEF Master, which takes about 1,500 and most likely survives, although said Master would still get OBLIERATED by Wave Cannon).
-Also increased 2-Headed Dragon's stats drastically. It now has 50,000 HP, an Attack of 250, and a Hit Rate of 48. His attack now does 10,000-14,000+ to most characters, except for Masters with 220+ DEF, which take 4,000-6,000+, which STILL kills them.) Planning on increasing the other Soul of Chaos bosses' stats to ridiculous heights just for fun.
-Also increased Echidna's stats. After seeing her use Flare, I decided to increase her Intelligence to 255 temporarily just for shits and giggles. Her Flare did 4,000-6,500+ damage to my whole party with her INT maxed out. So I ultimately decided to settle for giving her 95 INT. Her Flare is still extremely deadly, so watch out for it!
-Corrected a glitch concerning Shinryu's INT. Turns out, Flare was still hitting as if Shinryu still had 133 INT due to an error I made, even after I had boosted him to 200 INT. It now does 1,500-4,500+ damage. Even Thunderbolt does 1,000-2,200+ damage now. Icestorm does about 400-1,200.

03/01/14 EDIT:

-A Monk/Master's defense can go beyond 255 if given enough stat boosts. Attack, Defense and Accuracy can all go beyond 255, with Ninjas having something like a maximum of 800+ ACC.
-A character with Ultima Weapon can also technically go beyond 255 Attack Power, due to the way Ultima Weapon's damage algorithm works. The weapon says it boosts attack by 105, but it actually boosts attack power by the equipped person's current HP divided by 10. If you have less than 1,050 HP, it's weaker than the equipment menu advertises. If you have more than 1,050 HP, it's stronger. If you have 9,999 HP and 255 Strength, you might functionally have 1,126 Attack.
-The game doesn't properly show damage values beyond 32,767. It shows symbols instead of the actual damage number. If you do more than 65,535 damage, the game simply rolls over and does a comparatively low amount of damage.
-Apparently, Enemy HP is ALSO subject to a rollover glitch as well. If a monster heals enough HP to have his total exceed 65,535, probably by casting Curaja or by HP regen, its HP suddenly becomes really low, causing it to be easily killed by a reasonably strong attack. This is circumvented by keeping HP below 62,416 on enemies with HP Regen, below 55,537 on enemies with Curaja, and (just to be safe) below 52,892 on enemies with both HP Regen AND Curaja.
-Lowered Omega's HP from 65,500 to 60,000 due to above rollover glitch.

03/13/14 EDIT: Hex Workshop expired, meaning I'm not going to be able to edit enemy stats anymore... At least, for the time being. This means only Omega, Shinryu, WarMECH, and the Earthgift Shrine bosses have had their stats increased at this point in time.

03/15/14 EDIT:
-I am also planning on increasing the Four Fiends' stats to make them actually somewhat challenging to fight. Their throwback encounters in the Temple of Chaos will have their HP significantly increased, and their stats will go up slightly, and Chaos himself will have his HP increased.
-WarMECH v2.0's stats will be nerfed significantly. It will still be quite a bit more difficult than in the regular Mod of Balance, but now it will once again be possible for normal players to survive a WarMECH encounter. Note that it's still possible to run into two WarMECHs at once, so be very careful!

Note to Self: 000725d0 is where the EXP cap is stored (2,000,000 in vanilla FF1, 5,000,000 in Mod of Balance, can go up to 4,294,967,295).
0007F138 is where the gil cap is stored (999,999, can be increased to a maximum of 4,294,967,295).
00044568 is where the maximum transaction cost is stored (999,999, can be increased to a maximum of 4,294,967,295).
001DF1A4 is where Shinryu's stats are stored. 001DF1A3 is his Hit Rate modifier.
001DF184 is where Omega's stats are stored. 001DF18E is its Hit Rate modifer.
001DF023 is where Chaos' stats are stored. 001DF12E is his Hit Rate modifier.
001DEF04 is where WarMECH's stats are stored.



Shinryu's current stats under the Mod of Balance, and what I plan for them to be  (Byte: 001DF1A8):
HP: 35,000 -> 65,535 (if I can make it higher than 65,535, I will, just to be a dick... I'm thinking 600,000. I will probably lower some of the other stats in that case)
HP Restore: No -> No (causes monsters to heal 5% of their maximum HP each round... Don't know how to switch HP Restore on or off)
Attack: 220 -> 255
Accuracy: 177 -> 255
Hit Rate: 4 -> 24 (His physical now does 6,000-8,000+ to any character that isn't a 200+ DEF Master, which still takes 3,000-4,000)
Defense: 60 -> 220
Agility: 87 -> 70 (May as well make him a little slower so at least you can heal up between attacks)
Intelligence: 55 -> 200 (Expect Flare to do 1,500-3,500+ damage to your entire party)
Evasion: 109 -> 250
Magic Defense: 220 -> 255
Gil: 4000 -> 50000
EXP: 43456 -> 65535
Original Attack Set: Thunderbolt, Tidal Wave, Blaze 3 (Red Dragon version), Icestorm 2 (White Dragon version), Flare
New Attack Set: Comet, Scorch, Flay, Tidal Wave, Wind Slash, Icestorm 2, Thunderbolt, Poison Gas, Blaze 4 (Chaos version), Tsunami, Cyclone, Quake, Holy, Flare
Bytes: FF FF 50 C3 FF FF FF FF FA DC 0C FF FF 46 64

Omega's current stats under the Mod of Balance, and what I plan for them to be (Byte: 001DF188):
HP: 21,000 -> 60,000 (Might increase this to 300,000 if I can get HP beyond 65,535... Also, HP was originally 65,500... Lowered HP slightly due to rollover glitch)
HP Restore: Yes -> Yes (Omega will heal 3,000 HP a round... Welcome to hell.)
Attack: 115 -> 190
Accuracy: 199 -> 255
Hit Rate: 6 -> 32 (His physical now does 4,000-6,000+ to any character except 200+ DEF Masters, which take 1,000-2,000)
Defense: 160 -> 240 (Haste, Temper, Zeal, etc. are a MUST. So is surviving long enough for said attack boosts to stick)
Agility: 76 -> 95 (Unless you've been abusing Speed Pluses, chances are he'll be going before you)
Intelligence: 40 -> 150 (Wave Cannon is going to HURT... 1,000-2,500+ damage to all... Some of his other planned attacks, namely Nuke, are far deadlier still)
Evasion: 95 -> 160
Magic Defense: 220 -> 255
Gil: 1000 -> 65535
EXP: 40736 -> 65535
Weakness: Lightning -> Lightning (Not that it matters...)
Original Attack Set: Wave Cannon, Earthquake (tries to kill your party... any character with 255 Resist is safe from this... Masters are fucked though)
New Attack Set: Wave Cannon, Quake, Thunderbolt, Comet, Scourge, Nuke, Blaze 3 (Red Dragon version), Blizzaga, Firaga, Thundaga, Scorch
Bytes: FF FF FF FF DC FF FF FF A0 F0 10 FF BE 5F 96



WarMECH's current stats under the Mod of Balance (Byte 001DEF08):

HP: 3,333 -> 16,666
HP Restore: Yes -> (will heal 833 HP per turn now)
Attack: 150 -> 168 (Meant to give it 200, but messed up. It STILL did almost 1,400 damage to one of my characters, killing them)
Accuracy: 200 -> 240
Hit Rate: 2 -> 6
Defense: 80 -> 200
Agility: 48 -> 80
Intelligence: 50 -> 120
Evasion: 96 -> 160
Magic Defense: 200 -> 200
Gil: 6,400 -> 20,000 (vanilla FF1 WarMECH gave 32,000... The lesser gil reward is just to avoid a rollover glitch that occurs when over 65,535 gil is gained in a single battle)
EXP: 8,000 -> 24,000 (vanilla FF1 WarMECH gave 32,000... The lesser EXP reward is just to avoid a rollover glitch that occurs when over 65,535 EXP is gained in a single battle)
Special Attack: Nuke (400-800 damage/all under normal circumstances... WarMECH v2.0's Nuke does 700-1,500+, again, that's to ALL characters, with a PLUS SIGN attached to the 1,500. Eeeeeyup...)
Note: Was named Death Machine in the original FF1:DoS, for whatever reason.
Bytes: C0 5D 20 4E 1A 41 C8 20 A0 C8 06 F0 C8 50 78

Echidna

HP: 3600 -> 33,333
Attack: 50 -> 130
Accuracy: 70 -> 166
Hit Rate: 2 -> 6
Defense: 20 -> 100
Agility: 30 -> 88
Intelligence: 20 -> 95 (Tested her with 255 INT, and her Flare did 3,000-5,200+, completely wiping my entire team)
Evasion: 77 -> 122
Magic Defense: 70 -> 144
Gil: 1300 -> 4444
EXP: 4248 -> 44000

Cerberus (Byte: 001DF064)

HP: 4,000 -> 26,666
Attack: 54 -> 144
Accuracy: 86 -> 210
Hit Rate: ? -> 9
Defense: 50 -> 110
Agility: 50 -> 100
Intelligence: 24 -> 80
Evasion: 90 -> 166
Magic Defense: 60 -> 200
Gil: 1000 -> 4444
EXP: 4786 -> 26664

Ahriman (Byte: 001DF084)

HP: 5,000 -> 33333
Attack: 64 -> 120
Accuracy: 97 -> 133
Hit Rate: ? -> 4
Defense: 30 -> 150
Agility: 30 -> 88
Intelligence: 42 -> 166
Evasion: 104 -> 180
Magic Defense: 100 -> 222
Gil: 1000 -> 5000
EXP: 6452 -> 38664

2-Headed Dragon (Byte: 001DF0A4)

HP: 4,500 -> 50,000
Attack: 70 -> 250
Accuracy: 77 -> 230 (If it hits you, it kills you, no questions asked)
Hit Rate: ? -> 48
Defense: 60 -> 150
Agility: 30 -> 50
Intelligence: 10 -> 10 (To be fair, you don't NEED to be smart when you can just smash things for 10,000+ damage)
Evasion: 55 -> 55
Magic Defense: 50 -> 220
Gil: 1000 -> 8888
EXP: 5772 -> 46666


Still pending: 

Scarmiglione 1

HP: 4,000 -> 26,666
Attack: 19 -> 99
Accuracy: 50 -> 188
Hit Rate: ? -> 4
Defense: 10 -> 66
Agility: 10 -> 144
Intelligence: 160 -> 200
Evasion: 164 -> 164
Magic Defense: 140 -> 220
Gil: 0 -> 0
EXP: 0 -> 0

Scarmiglione 2

HP: 7,046 -> 43,334
Attack: 82 -> 166
Accuracy: 120 -> 220
Hit Rate: ? -> 6
Defense: 45 -> 120
Agility: 10 -> 90
Intelligence: 50 -> 120 (Poison Gas will do 1,000+ to all)
Evasion: 25 -> 50
Magic Defense: 140 -> 220
Gil: 1500 -> 6666
EXP: 8310 -> 50,664

Cagnazzo

HP: 9,504 -> 38,888
Attack: 100 -> 180
Accuracy: 92 -> 166
Hit Rate: ? -> 6
Defense: 35 -> 215
Agility: 20 -> 35
Intelligence: 42 -> 85 (Just for the sake of making Tsunami do meaningful damage)
Evasion: 7 -> 111
Magic Defense: 180 -> 220
Gil: 1750 -> 4000
EXP: 11658 -> 38,594

Barbariccia

HP: 12,954 -> 40,888
Attack: 88 -> 133
Accuracy: 109 -> 222
Hit Rate: ? -> 18
Defense: 10 -> 121 (...10 defense? TEN?)
Agility: 60 -> 255 (Will ALWAYS go first)
Intelligence: 64 -> 127 (Cyclone will do 1,200+ damage to all)
Evasion: 230 -> 230
Magic Defense: 190 -> 220
Gil: 2000 -> 6666
EXP: 15920 -> 36666
Side note: Barbariccia is fucking HOT.

Rubicante

HP: 15,000 -> 48,000
Attack: 126 -> 188
Accuracy: 142 -> 222
Hit Rate: ? -> 8
Defense: 40 -> 150
Agility: 50 -> 66
Intelligence: 70 -> 160 (Scorch will probably kill anyone it hits)
Evasion: 128 -> 180
Magic Defense: 220 -> 220
Gil: 2400 -> 8000
EXP: 19060 -> 44444


Gilgamesh's current stats under the Mod of Balance:

HP: 8,888 -> 32,767
Attack: 70 -> 180 (Excalipur will still do 1 damage though)
Accuracy: 132 -> 222
Hit Rate: ? -> 12
Defense: 50 -> 160
Agility: 20 -> 128
Intelligence: 20 -> 106 (Wind Slash will actually do some damage now)
Evasion: 188 -> 188
Magic Defense: 220 -> 220
Gil: 2888 -> 7777
EXP: 15872 -> 31108

Atomos' current stats under the Mod of Balance:

HP: 17,000 -> 44,444
Attack: 50 -> 110
Accuracy: 80 -> 150
Hit Rate: 2 -> 5
Defense: 70 -> 180
Agility: 10 -> 110 (He was a lightning-quick Comet-spamming BASTARD in FFV. He should be quick here too)
Intelligence: 110 -> 224 (Comet will most likely kill anything it hits)
Evasion: 152 -> 214
Magic Defense: 200 -> 220
Gil: 500 -> 4000
EXP: 20096 -> 48,888

Typhon's current stats under the Mod of Balance:

HP: 10,000 -> 33,333
Attack: 70 -> 165
Accuracy: 111 -> 154
Defense: 100 -> 150
Agility: 10 -> 66
Intelligence: 50 -> 66
Evasion: 242 -> 242
Magic Defense: 190 -> 220
Gil: 3200 -> 5000
EXP: 20584 -> 36000

Orthros/Ultros's current stats under the Mod of Balance

HP: 17,000 -> 37,777
Attack: 60 -> 120
Accuracy: 98 -> 166
Hit Rate: 16 -> 24 (will most likely kill mages, severely injure Knights/Paladins, and tickle Monks/Masters)
Defense: 40 -> 100
Agility: 30 -> 170
Intelligence: 30 -> 30 (Ulty was never really the sharpest knife in the crayon box...)
Evasion: 115 -> 194
Magic Defense: 180 -> 195
Gil: 2500 -> 9,000
EXP: 16,672 -> 38,000
Note: I HAVE to find a way to change his name from Orthros to Ultros.

Phantom Train's current stats under the Mod of Balance:

HP: 9,999 -> 36,666
Attack: 200 -> 253
Accuracy: 147 -> 219
Hit Rate: 1 -> 12
Defense: 110 -> 220
Agility: 30 -> 55
Intelligence: 60 -> 77
Evasion: 41 -> 41
Magic Defense: 180 -> 220
Gil: 5000 -> 5000
EXP: 28576 -> 44444

Deathgaze's current stats under the Mod of Balance:

HP: 30,000 -> 55,555 (Same HP as he had in Final Fantasy VI)
HP Restore: No -> No
Attack: 90 -> 150
Accuracy: 185 -> 225
Hit Rate: 3 -> 8
Defense: 120 -> 190
Agility: 95 -> 168
Intelligence: 90 -> 105
Evasion: 221 -> 252
Magic Defense: 220 -> 220
Gil: 2000 -> 20000
Exp: 33748 -> 53333





Boss stats:


Astos
HP: 999 -> 999
Attack: 30 -> 30
Accuracy: 72 -> 72
Defense: 18 -> 18
Agility: 39 -> 33
Intelligence: 13 -> 13
Evasion: 61 -> 61
Magic Defense: 170 -> 170
Gil: 800
EXP: 2250
Note: No need to change his stats. His difficulty is just right IMO.

Lich, The Fiend of Earth
HP: 1240 -> 2200 (come on... Only 1240 HP?)
Attack:: 50 -> 52
Accuracy: 60 -> 66
Defense: 40 -> 48
Agility: 12 -> 15
Intelligence: 25 -> 32 (careful... His Blizzara is DEADLY)
Evasion: 24 -> 38
Magic Defense: 120 -> 155
Gil: 1000 -> 1000
EXP: 2200 -> 2500
Note: I always found it annoying that Lich, which is powerful enough to decay the entire planet solely by existing, only has slightly higher HP and stats than a random crazy Dark Elf that was out for power.

Marilith
HP: 1800 -> 3800
Attack: 54 -> 56
Accuracy: 72 -> 86
Defense: 50 -> 50
Agility: 24 -> 28
Intelligence: 32 -> 32
Evasion: 68 -> 76
Magic Defense: 183 -> 183
Gil: 1500 -> 1500
EXP: 2475 -> 3000

Kraken
HP: 2500 -> 5800
Attack: 64 -> 72
Accuracy: 90 -> 110
Defense: 60 -> 72
Agility: 42 -> 42
Intelligence: 26 -> 33
Evasion: 76 -> 76
Magic Defense: 160 -> 198
Gil: 2500
EXP: 4245 -> 6400

Tiamat
HP: 3000 -> 8000
Attack: 72 -> 96
Accuracy: 80 -> 118
Defense: 80 -> 80
Agility: 36 -> 41
Intelligence: 35 -> 42
Evasion: 96 -> 100
Magic Defense: 200 -> 220
Gil: 3200
EXP: 5496 -> 9600

Lich 2
HP: 2800 -> 6666
Attack: 70 -> 75
Accuracy: 85 -> 105
Defense: 80 -> 85
Agility: 24 -> 28
Intelligence: 36 -> 36 (He knows Flare...)
Evasion: 48 -> 72
Magic Defense: 140 -> 188
Gil: 2000
EXP: 7200

Marilith 2
HP: 4000 -> 8000
Attack: 75 -> 108
Accuracy: 104 -> 122
Defense: 80 -> 90
Agility: 30 -> 38
Intelligence: 49 -> 45
Evasion: 97 -> 119
Magic Defense: 183 -> 208
Gil: 2000
EXP: 7500

Kraken 2
HP: 4800 -> 9600
Attack: 96 -> 100
Accuracy: 121 -> 121
Defense: 80 -> 93
Agility: 49 -> 52
Intelligence: 35 -> 42
Evasion: 90 -> 100
Magic Defense: 200 -> 200
Gil: 2000
EXP: 9000

Tiamat 2
HP: 5500 -> 11000
Attack: 101 -> 118
Accuracy: 135 -> 190
Defense: 90 -> 108
Agility: 45 -> 52
Intelligence: 77 -> 60 (77 is kinda overkill IMO)
Evasion: 116 -> 133
Magic Defense: 200 -> 200
Gil: 2000
EXP: 10000

Chaos' current stats under the Mod of Balance, and what I plan for them to be: (Byte: 001DF027):
HP: 20,000 -> 40,000
Attack: 240 -> 240 (Actually generally survivable in normal gameplay, unless he uses Haste first or attacks a mage or weakened character)
Accuracy: 205 -> 236
Hit Rate: 2 -> 4 (would be increased to 8 hits with Haste)
Defense: 100 -> 140
Agility: 50 -> 50
Intelligence: 88 -> 90
Evasion: 228 -> 228 
Magic Defense: 240 -> 240
Gil: 0 (Final boss, giving EXP or Gil would be pointless)
EXP: 0 (see above)
Attack Set: Firaga, Blizzaga, Thundaga, Comet, Blaze 4, Tsunami, Cyclone, Flay, Haste, Temper, Curaja, Slowra, Earthquake, Flare (800-1300+ to ALL, usually on the higher end)s

03/15/14 WarMECH's stats are being nerfed for balance purposes:

HP: 16,666 -> 6,666
HP Restore: Yes
Attack: 168 -> 128
Accuracy: 240 -> 240
Hit Rate: 6 -> 4
Defense: 200 -> 100
Agility: 80 -> 48
Intelligence: 120 -> 50
Evasion: 160 -> 120
Magic Defense: 200 -> 200
Gil: 20,000 -> 8,000
EXP: 24,000  -> 12,000
Special Attack: Nuke

1 comment:

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