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Author Topic: Few Questions  (Read 814 times)
Da_Cloud
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« Reply #15 on: November 12, 2009, 03:55:48 pm »

And that works in IZJS, too? I heard the problem in IZJS is that nearly everything is affecting the RNG. In Cerobi Steppe are many monsters and when all of them are affecting the RNG just because they walk around, how can the 4 pointer system work?
Monsters that simply walk around shouldn't affect the RNG Method, at least not for as far as I know. Just make sure they don't attack you (or you them) and you should be fine.

FF12GrandMaster
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« Reply #16 on: November 12, 2009, 05:42:55 pm »

Da_Cloud is right. Monster movement has no effect on the RNG used for the chests in IZJS.
Hal
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« Reply #17 on: November 13, 2009, 08:23:12 am »

I have this information from here: http://neoseeker.com/resourcelink.html?rlid=164454&rid=152266

Quote
=========================================
  3      What Affects RNG      [~WAR]
=========================================

You can treat the RNG as a list of numbers (this list is pre-made and fixed
within the PS2 hardware). Basically, the RNG shifts to the next number after
each use. For example, let's assume that the list of RNG is [0.100, 0.200,
0.300, ...]. So the first time you call RNG, it returns 0.100. And the second
time you call it, it returns 0.200, and so on. So each time the game "fetch" a
random number from RNG, the next number will be changed.

Now let's see in FF12 IZJS, when will the game fetch a random number:
 - Each time you attack (the damage is random within a range)
 - Each time you take damage (the damage is random within a range)
 - Each time a foe actions (the action is random based on AI)
 - Each time a foe is respanwed (monster's stats is random within a range)
 - Each time you open a repeatable chest (the treasure is random)
 - Each time a chest is respawned (this excludes all 100%-appear chest)
 - Each time you save (There's no random part in saving but it do affect RNG)
 - Each time you teleport (Same as above)
 - Each time you get or get rid of a status (Positive & Nagetive)
  - Each time a foe or a NPC moves (They walk randomly within a range)
 - Other events that contain random part
All events above will change the RNG and make it hard to predict. Now I can
answer the question before: Before you open the chest, there must be many
random events occurred (such as foe respawn, attack or teleport) so each time
you open the chest, the RNG is different, that's why you get different
treasures.

But, nice if this is wrong, make it a little easier to obtain some things. Besides, is there any RNG Method to obtain Seitengrate?
Da_Cloud
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« Reply #18 on: November 13, 2009, 11:38:50 am »

Well it probably affects the RNG, I wouldn't doubt about that as they walk in a random pattern. But its been tested out and for some reason it doesn't affect the RNG Method which we use to get the rare items from the chest.
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« Reply #19 on: November 13, 2009, 11:39:55 am »

That is definitely wrong. The NPCs and monster movements are programmed, they do not walk randomly but in a pattern which repeats. The only difference would be if monsters or NPCs cast buffs, such as the Seeq in Cerobi who casts Protect on himself. But FF12GM discovered that the RNG concerning the rare item in chests is a separate RNG.
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« Reply #20 on: November 20, 2009, 08:23:55 am »

Iīve read often there is a gambit condition to steal from an enemy which has an item, but where is it? Canīt find it.
FF12GrandMaster
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« Reply #21 on: November 20, 2009, 03:15:28 pm »

Unfortunately that was a rumour that just wasn't true. No gambit like that exists. Sorry.
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« Reply #22 on: November 21, 2009, 07:41:16 am »

So Foe 100% -> Steal is still the best to steal huh? OK, thanks.

Are there any differences in the Game Mechanics? Damage Formulas etc.

Moderator Edit: posts merged. Please use the Modify function rather than double post. If you want your Modified post to show up as "new," simply copy the text, delete the post and create a new one.
pprincess
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« Reply #23 on: November 23, 2009, 01:14:28 pm »

The Damage cap has been removed which is a major difference.
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« Reply #24 on: January 02, 2010, 12:27:02 pm »

I noticed that Epsers are remain much longer on the battle field, but i want to know how long exactly. For me it feels like almost the triple time from the normal FF12. Hmm... that were be 270 seconds, maybe a little to much. Anyway, how long are they on the battle field now?

Edit:
Other changed mechanics i noticed:
- Revers stands much longer, i estimate double as long as in FF12.
- Finishing Blow Whiteout needs only 4 Level 3 Quickenings instead of 5.
- Monster respawning goes a little faster without going 2 zones away (maybe due to highspeed mode).
- Damage Cut has also no Damage Cap (obligatory?)
- You don't need every Esper to get Rasler in Sky Pirates Den.
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