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Final Fantasy XII / Re: RNG and ZS Chest Appearance
« on: June 26, 2010, 10:24:37 PM »
Hey, FrozenJosh!
No, sadly. It's been a long time since I've used Excel, and although it would save time if I knew the appropriate magic ranges for that level, I don't know exactly how the game handles rounding, so I was going to do it manually to cut out the uncertainty. If someone does know how to make sure the numbers are exactly right, it wouldn't be necessary, but I still like the consecutive Cure value idea better because it's so accessible. If that does work as well as I think it may, I'd be interested in helping make a new guide for the Cure Twin method or whatever you're going to dub it, haha.
Yeah, the problem was more that I didn't intend on having to have these target levels until I wanted to expand the method to be usable by more people. I didn't have any files with any of the target levels. Instead of having multiple files though, I just decided to keep Vaan at level 1, level someone else to level 25 and stop, level someone to 50, etc. Have all my target levels in one file. But I didn't really feel like doing it, especially now that I don't play FF12 for myself much anymore and I have so much less free time.
I hadn't considered testing every combination, honestly. I was thinking that the variance in Cure value for the same two consecutive multipliers would be greater at higher levels and magic values and lower at lower levels and magic stats, so if it works for level 99 and 99 magic, it would be the same consecutive Cure value for all combinations, and at the very least, if you manually tested the lowest values and highest values and they matched in both cases, that should cover the entire range of variance due to stats. Now that I think about it, I don't know if that's a valid theory though.
By the way, I don't know much about the "line XXX" notation because I don't use the spreadsheet much. Are you talking about the two values that produce 1596 twice in a row for the level 99 and 71 magic chart? That's the one I thought you were referring to and the one I was going to test.
It shouldn't be necessary to create a program for it. There won't be tons of consecutive doubles at all, and I wouldn't look for them by manually checking spreadsheets. Instead, I'd focus on how to confirm the doubles you got are the ones you want. In the same line of thought as before, if the variance is least when the level and magic is the lowest, you should catch more doubles at those minimums, right? I'm not sure, but that's what I'm thinking. But there really shouldn't be many of them, and like I said, there are easy ways of telling if your consecutive doubles are the ones we want. I'd test using lowest stats and get to your marker. Then, I'd try to find some other marker that isn't based on stats that can tell you if you've found the right one. It's a little more complex, but it will at the very least tell a player if they've found the right doubles and it only has to be done once. Using a high combo weapon found early in the game should work pretty well, and the higher the combo rate, the lower the chance of having the same pattern follow after two different sets of twins, whether perfect twins or LIARS >:O!
Yeah. I haven't been up on the news, but as far as I know, the chests in a zone are numbered and they each pull one value for their spawn. If you knew the ordering of the chests in the zone, you could theoretically tell just by looking at a given chunk of RNG and tell which chests in any zone are going to show up and which aren't. Crazy awesome in theory, but I only know of one zone where someone has gone through the effort to confirm the game's chest ordering. But like I said, it's been a while, so if more's been discovered and I'm in the dark, by all means...
I thought it varied playthrough to playthrough, at least a little. Pretty sure there's a chance of the stat going up every level [EDIT: guess not, thought it was like HP, but apparently it's fixed], which means I'd do a normal playthrough and equip some equipment to increase magic to a point that will be able to be reached by those that have naturally higher magic than I happened to get (by equipping lower boosting or no equipment) and by those that have lower stats that I had (by using higher boosting equips). Arbitrary, just like 71, but the intent is just to hit a number that everyone can hit without the randomness of stat increase upon leveling being a problem.
My gut feeling is that this method will work. I feel guilty because I don't have much time, but I think this will work and I want to confirm it and then present it to anyone that still cares about FF12, heh.
Have you built an RNG spreadsheet?
No, sadly. It's been a long time since I've used Excel, and although it would save time if I knew the appropriate magic ranges for that level, I don't know exactly how the game handles rounding, so I was going to do it manually to cut out the uncertainty. If someone does know how to make sure the numbers are exactly right, it wouldn't be necessary, but I still like the consecutive Cure value idea better because it's so accessible. If that does work as well as I think it may, I'd be interested in helping make a new guide for the Cure Twin method or whatever you're going to dub it, haha.
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Another thought: if you do play through various levels, when you're at one of your target levels, save your game. Next time you save, start a new file
Yeah, the problem was more that I didn't intend on having to have these target levels until I wanted to expand the method to be usable by more people. I didn't have any files with any of the target levels. Instead of having multiple files though, I just decided to keep Vaan at level 1, level someone else to level 25 and stop, level someone to 50, etc. Have all my target levels in one file. But I didn't really feel like doing it, especially now that I don't play FF12 for myself much anymore and I have so much less free time.
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Even so, just verifying that 640/641 is a reliable double at every combination is daunting.
I hadn't considered testing every combination, honestly. I was thinking that the variance in Cure value for the same two consecutive multipliers would be greater at higher levels and magic values and lower at lower levels and magic stats, so if it works for level 99 and 99 magic, it would be the same consecutive Cure value for all combinations, and at the very least, if you manually tested the lowest values and highest values and they matched in both cases, that should cover the entire range of variance due to stats. Now that I think about it, I don't know if that's a valid theory though.
By the way, I don't know much about the "line XXX" notation because I don't use the spreadsheet much. Are you talking about the two values that produce 1596 twice in a row for the level 99 and 71 magic chart? That's the one I thought you were referring to and the one I was going to test.
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And looking for nearby occasional doubles at every combination completely blows my mind.
It shouldn't be necessary to create a program for it. There won't be tons of consecutive doubles at all, and I wouldn't look for them by manually checking spreadsheets. Instead, I'd focus on how to confirm the doubles you got are the ones you want. In the same line of thought as before, if the variance is least when the level and magic is the lowest, you should catch more doubles at those minimums, right? I'm not sure, but that's what I'm thinking. But there really shouldn't be many of them, and like I said, there are easy ways of telling if your consecutive doubles are the ones we want. I'd test using lowest stats and get to your marker. Then, I'd try to find some other marker that isn't based on stats that can tell you if you've found the right one. It's a little more complex, but it will at the very least tell a player if they've found the right doubles and it only has to be done once. Using a high combo weapon found early in the game should work pretty well, and the higher the combo rate, the lower the chance of having the same pattern follow after two different sets of twins, whether perfect twins or LIARS >:O!
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BTW, knowing how RNG numbers spawn chests makes it really easy to locate numbers that will spawn specific chests. There seem to be plenty of them between 641 and the earliest combo in GM's method.
Yeah. I haven't been up on the news, but as far as I know, the chests in a zone are numbered and they each pull one value for their spawn. If you knew the ordering of the chests in the zone, you could theoretically tell just by looking at a given chunk of RNG and tell which chests in any zone are going to show up and which aren't. Crazy awesome in theory, but I only know of one zone where someone has gone through the effort to confirm the game's chest ordering. But like I said, it's been a while, so if more's been discovered and I'm in the dark, by all means...
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No doubt that's why you'd have to play through to various Levels. How does FF12 determine Magic Power, anyway?
I thought it varied playthrough to playthrough, at least a little. Pretty sure there's a chance of the stat going up every level [EDIT: guess not, thought it was like HP, but apparently it's fixed], which means I'd do a normal playthrough and equip some equipment to increase magic to a point that will be able to be reached by those that have naturally higher magic than I happened to get (by equipping lower boosting or no equipment) and by those that have lower stats that I had (by using higher boosting equips). Arbitrary, just like 71, but the intent is just to hit a number that everyone can hit without the randomness of stat increase upon leveling being a problem.
My gut feeling is that this method will work. I feel guilty because I don't have much time, but I think this will work and I want to confirm it and then present it to anyone that still cares about FF12, heh.