Sunday, March 22, 2015

Final Fantasy Legend III Observations


-Humans and Mutants' HP and MP go far beyond 999 at higher levels, although the HP is still listed as 999.
 

-Humans usually gain 19-23 in HP and 8-10 in MP on every level up. They gain 3 Attack, 2 Defense and Agility and 1 Magic. They inflict twice the damage with melee weapons that other classes do.
 

-Mutants usually gain 17-21 in HP and 19-23 MP on every level up. They gain 1 Attack, 2 Defense and Agility and 3 Magic. They inflict twice as much damage with Magic as other classes do.
 

-Robots' stat bonuses from capsules are capped at +999 from HP capsules, and +99 from Attack, Defense and Speed capsules, in addition to the robots' original base stats.
 

-Despite everyone saying that base stats go beyond 99 and up to 255, this isn't actually true... At least, as far as attack and magic are concerned. At levels 40+, your Mutants' Flare spell will usually only do around 900 to most enemies, even though it should be doing around 1100 by now due to the damage algorithm. XCalibr only does about 700 to non-boss enemies, when it would be doing at least 1000 if base stats went up to 255.
 

-Base agility also appears to be functionally capped at 99.






-I'm still unsure whether base defense is capped at 255, or is simply capped at 99 + whatever you get from equipment. I've noticed the damage that enemies' attacks deal decrease very slightly as my characters have gained levels.

-Equipment stat boosts DO appropriately increase the damage your attacks deal, even when said stats are taken beyond 99 from equipment. Therefore, equipment is the only way to increase stats beyond 99. This might include Defense.

-While Flare is the most powerful multi-target spell, capable of doing 900+ to most enemies when cast by a Mutant, it is also tied with LifeB for being the most expensive, costing 56 MP. Nuke and White only do 60 and 90 damage less respectively, and each cost 36 MP, making them far more economical; also, Nuke looks much cooler.
 

-Many FAQs state that LifeA and LifeB revive all fallen allies in a single cast. This is incorrect. They are merely stronger, single-target versions of the original Life spell. Whereas the Life spell revives one person with 30% HP and attempts to kill one undead enemy if cast on it, LifeA revives one person with 60% HP and attempts to kill one non-undead enemy if cast on it, essentially an alternate version of the Fatal spell, and LifeB fully revives one person with all their HP, and, again, attempts to kill one undead enemy if cast on it. No word if LifeB is more likely to kill undead enemies than the regular Life spell. For future reference, LifeA is acquired by combining two Earth Crystals on the Talon, and LifeB is acquired by combining two Water Crystals.
 

-Some FAQs state Cycle heals all status ailments on all allies in a single cast. This is also incorrect. Cycle is essentially an alternate version of the Heal spell with a trick: it can inflict random status ailments on one enemy when cast on it. This spell can be acquired by combining a Water and Earth Crystal on the Talon. I personally wouldn't recommend getting this spell. Most random enemies are trivially easy to kill, and anything you would want to cast this on tends to be immune to status effects anyway.
 

-Exit2 is essentially the same thing as the regular Exit spell, only more expensive, and far more difficult to get. It costs 48 MP, whereas Exit costs 28 MP. Outside of battle, it allows you to instantly escape dungeons. However, in battle, when cast on the enemy, it's capable of instantly killing a group of enemies instead of just one. I should note that you don't gain any EXP or GP from enemies killed this way. It is acquired by combining two Air Crystals on the Talon. I, personally, would not recommend getting this spell unless you're looking for 100% completion.

-CAUTION: While it's impossible to sell certain items at shops (mainly Light/Dark/elemental crystals, Lost Magic gained from the combination of elemental crystals, it is possible to discard them. 

Obviously, you do NOT want to discard elemental crystals or Lost Magic, as they are finite resources that can never be recovered. Obviously, and thankfully, key items are the exception to this rule. They are impossible to discard.

-The boss Jorgandr appears as a rare encounter in the Crevasse (the area of the Underworld with all the lava). As he did when you fought him as a boss, he has 4000 HP, 200 Att and 150 Def, O-All, O-Damage AND O-Change (meaning he takes half damage from physical and magical attacks that aren't Mystic Swords or non-elemental), and provides 1560 EXP to a full party of 4 and 13800GP. And no, you can't run away from Jorgy. I believe he has a 1/64 chance of appearing, but you can fight several of him in quick succession if the RNG wills it. 


-Here are the top 10 random battles I've come across that give the most experience... EXP gained is for a full party of 4.
1: Jorgandr, Crevasse (Underworld area with all the lava), 1560 EXP
2:  Venus x1, FireFan x2, Gill Man x4, Xagor's Castle, 335 EXP
3: Anubis x1, Gill Man x6, Xagor's Castle, 333 EXP
4: Anubis x1, Gill Man x4, Shogun x2, Xagor's Castle, 332 EXP
5: Venus x1, FireFan x4, Gill Man x2, Xagor's Castle, 332 EXP
6: Garuda x1, Shogun x4, Gill Man x2, Xagor's Castle, 332 EXP
7: Anubis x1, Gill Man x2, Shogun x4, Xagor's Castle, 331 EXP
8: FireFan x4, Warlock x1, FireFan x2 (aka FireFan x6/Warlock x1), Eastern Ruins, 321 EXP
9: Venus x2, FireFan x2, Gill Man x2, Xagor's Castle, 293 EXP
10: Sei-Ryu x2, SS x2, Shogun x2, Xagor's Castle, 292 EXP

Honorable Mention(s):
A. Virago x2, Wyrm x4, Pureland Overworld (Talon), 273 EXP
B. Virago x2, Sphinx x2, Wyrm x2, Pureland Overworld (Talon), 270 EXP

-You need 999,702 EXP to reach level 99. Upon reaching level 99, EXP stops increasing entirely. It was believed that the EXP cap was 999,999. It's actually not. If Jorgandr was the final enemy you killed when you reached level 99, you might find yourself with 1,000,000+ EXP, though experience will not increase any further no matter how many enemies you kill afterwards.

Seiken Densetsu 3 observations

Seiken Densetsu 3 Observations

-There was most likely supposed to be a Squid boss at the end of Volcano Island Bucca. Its attacks would have been 100 Tentacles, Squid Ink, and Tidal Wave, all attacks that would be entirely exclusive to it. This boss was dummied out for reasons unknown. Knowledge of the squid boss was gained from TCRF, and knowledge of its attacks was gained by doing a bit of in-game hacking.
-The level cap is 99, which is achieved at 9,999,682 EXP. The final boss is usually beaten around level 50 (around 800,000 EXP), and characters stop gaining stats at around level 55-60, depending on the final class, and assuming they reached said final class at level 38.
-HP progression dies almost entirely at around level 45, causing characters to only gain 1 HP per level. HP progression picks up again at around level 59, at which point all characters gain a flat 12 HP per level until they hit the cap of 999.
-The actual experience cap is 3,276,815,535, although the EXP counter will only show the last nine digits. EXP rolls over once you go beyond that number, starting again from 0, and the EXP to next level will read L0->9999999 minus whatever the EXP integer immediately above it says. Yes, I used cheats to find this out for myself. The best endgame monsters only give about 1,300-1,500 EXP when defeated, meaning it would take several years of nonstop playing to achieve this without codes.
-Hit and evasion rates don't work the way they're supposed to in this game. This means the skills Speed Up/Down are completely useless. Also, due to a bug, critical hits never occur, making the spell Energy Ball useless.
-Elemental resistances don't work properly, though this only affects your party. Enemies can resist various elements perfectly fine.
-ALL enemies are ALWAYS affected by status debuffs, up to including HP debuffs. This includes bosses. You can instantly knock 10,000+ HP off the final bosses just by using a skill that decreases their maximum HP.
-Most status-resisting equipment doesn't work properly. Oddly, there are some items that DO resist status changes as they should, such as the Cobra Bracelet (accessory for Hawk, resists Poison), and the Oath Shield (shield for Duran's Light classes, resists ALL status effects), indicating that the programmers were in the process of making status resistances work before giving up for whatever reason.


-For future reference, all spell powers below are based on damage caused to multiple Class-3 enemies (enemies that are level 41+). They are also estimated and therefore may be wrong. Class-1 characters and enemies will take about 53% as much damage from the same spells as a Class-3 would. Class-2 characters and enemies take about 83-85% as much damage.

Intelligence-based attacks:
-The final bosses' ultimate attacks (Catastrophe, Death Ecstasy and Flare) are slightly stronger than Double Spell and Rainbow Dust, and slightly weaker than Ancient.
-Double Spell has a spell power of INT x 28.
-Rainbow Dust has a spell power of INT x 28.5.
-Ancient's spell power is INT x 33.64.
-Catastrophe, Archdemon's ultimate attack, has a spell power of roughly INT x 30. The Archdemon charges for several seconds prior to using this attack, during which you can't access your menu for some reason.
-Death Ecstasy, Dark Lich's ultimate attack, has a spell power of roughly INT x 30. This doesn't require charging up, and can come without warning.
-Supersonic, Tzenker's move, has a surprisingly high spell power of INT x 27. It is also Wind-elemental.
-Tidal Wave, a dummied spell from the dummied squid boss, has a spell power of INT x 26.7. It is also Water-elemental.
-Squid Ink, also from the dummied squid boss, has a spell power of INT x 21.5, and reduces hit and evade rate, though this hardly makes a difference due to a bug. It is also non-elemental.
-Thunderbolt, cast by Death Machines, has a spell power of INT x 16.5 and inflicts Silence. It is also Wind-elemental.
-Poison Bubble has a spell power of INT x 25.33, and absorbs about 1/16 of the total damage dealt as MP.
-Cold Blaze, Stun Wind, Blaze Wall and Stone Cloud each have a spell power of INT x 25.33. Cold Blaze causes Snowman, Stun Wind causes Silence, Stone Cloud causes Petrify, and Blaze Wall just does damage.
-Ice Cradle, signature move of Fiegmund (God-Beast of Water), has a spell power of INT x 24.67 and reduces attack. Unsurprisingly, this is Water-elemental.
-Air Slasher, signature move of Dangaard (God-Beast of Wind and Awesomeness), has a spell power of INT x 25.33, and reduces defense. This is Wind-elemental.
-Thunderball, another Dangaard move, has a spell power of INT x 24.
-Turn Wind, used only by the Dragon Emperor, has a spell power of INT x 12. This attack mostly just serves to knock enemies back.
-Melt Wave, used only by Genova, has a spell power of INT x 17.2. This is Fire-elemental.
-Power Punch, used only by the Jewel Eater, has a spell power of INT x 21.2. This is non-elemental.
-Grand Slam, cast by the Jewel Eater, has a spell power of INT x 21.5. It is also Earth-elemental.
-Spined Kelp, used exclusively by Gildervine, has a spell power of INT x 13.6.
-Darkness Beam, used by Zable Fahr's left head, has a spell power of INT x 17.3, and reduces magic attack and defense.
-Demon Breath, which can be learned by Carlie's Evil Shaman class, has a spell power of INT x 19.8, and reduces magic attack and defense. It is also Fire-elemental.
-Ghost Road, used by Gorva and Jagan, has a spell power of INT x 22.9, and is dark-elemental.

Spirit-based attacks:
-Flare, used by the Dragon Emperor, has a spell power of SPR x 30.6. This attack is used while the Dragon Emperor is flying upwards.
-Howl, used by Dolan and the Dragon Emperor, has a spell power of SPR x 15. This attack mostly just serves to knock enemies back.
-Killstinger, signature move of Mispolm (God-Beast of Wood), has a spell power of SPR x 21.5.  It's also Wood-elemental.
-Graviton Press, used by Dolan, has a spell power of SPR x 21, and reduces hit and evade rate.
-Heat Beam, a single-target attack used by Xan Bie, has a spell power of SPR x 26.
-Lava Wave, a multitarget attack used by Xan Bie, has a spell power of SPR x 20.83.
-Grenade Bomb (the multi-target version used by Mispolm) has a spell power of SPR x 12, and does NOT absorb any MP.
-Demon Scream, usable only by Archdemon, has a spell power of SPR x 19.66.
-Eye Beam, usable by Full Metal Hugger, has a spell power of SPR x 14.2.
-Dive Attack, usable only by Full Metal Hugger, has a spell power of SPR x 24.7.
-Bubble Breath, another exclusive attack by Full Metal Hugger, has a spell power of SPR x 21.8.
-Prisoner, an attack used by Lightgazer, has a spell power of SPR x 25.1. It also inflicts Moogle.


Strength-based attacks:
-Hell Cross, the signature move of Zable Fahr (God-Beast of Darkness), is a strength-based skill. Damage dealt is based on the target's defense, not magic defense. Oddly enough, its damage is increased/decreased by casting Mind Up on the caster and Mind Down on enemies, as opposed to casting Power Up/Protect Down. Its spell power is around STR x 27-28. This attack is also non-elemental.
-Hypercannon, signature move of Land Umber (God-Beast of Earth), is Earth-elemental, has a spell power of STR x 31.4 and reduces hit and evade rate, for all the difference it makes. Also, it has a slightly stronger multiplier than the three final bosses' ultimate attacks.  If hit and evade weren't bugged, this could potentially be deadlier than the final bosses' ultimates.
-Gigaburn, signature move of Xan Bie (God-Beast of Fire), has a spell power of STR x 21.5 and reduces magic attack. It costs 1 MP.
-Spiral Moon, signature move of Dolan (God-Beast of Moon), has a spell power of STR x 31, and reduces maximum HP by 20%.  It's also slightly stronger than the three final bosses' ultimate attacks, and the fact that it reduces maximum HP makes it also potentially deadlier, too. Technically, this attack is Moon-elemental, but nothing resists, nullifies, absorbs or reflects Moon spells, so it's functionally non-elemental. Archdemon MIGHT be able to reflect Moon-elemental magic when he uses his barrier change technique, but since this is the only conventional moon-elemental attack spell, and it's unavailable to the party without cheating, this doesn't come into play normally.
-Icicle, a spell unique to Fiegmund, has a spell power of STR x 21.4, and reduces evade rate. You'll never guess what element this  is.

Agility-based attacks:
-Grenade Bomb (the item version and the one used by Hawk), has a spell power of AGL x 15, and absorbs about 1/16 of the total damage dealt as MP.

Percentage-based attacks:

-Half Vanish, as its name implies, hits one person for 1/2 of his/her current HP.
-Hammer Punch, a unique move of Land Umber, hits one person for 1/3 of his/her maximum HP.
-Crashball, another move unique to Land Umber, hits one person for 1/2 of his/her current HP. It's basically a cooler version of Half Vanish.
-Geyseblast, the signature move of Lightgazer (God-Beast of Light), hits your entire party for 1/2 their maximum HP (not current). This is, IMO, Lightgazer's deadliest move.
-Psychowave, used by Jagan and the Black Rabite, hits your entire party for 1/3 of their maximum HP, and throws them across the room in random directions.