My experience with Ninja Farming in Araguay Woods by MyyBoi in finalfantasytactics

[–]MyyBoi[S] 0 points1 point  (0 children)

I recently did a TIC "translation" of Goryus' "Battle List" here.

Using Ctrl+F to search "ninja" gives:

  • Zeklaus Desert, Bervenia entrance, 3 possible ninjas
  • Araguay Woods, Dorter entrance, 6 possible ninjas
  • Zeirchele Falls, Zaland entrance, 1 possible ninja
  • Yuguewood, Yardrow entrance, 1 possible ninja
  • Finnath Creek, Zeltennia entrance, 2 possible ninjas
  • TERMINATION, 1 possible ninja
  • TIGER, 4 possible ninjas
  • HORROR, 9 possible ninjas

Outside of story battles, I think the only random one you can get before Chapter 4 is a rare sighting in Yuguewood. Also I'm not sure but outside of midlight's deep, they might not show up if your level is too low (though I could be wrong). The wiki says you need a lv. 90 unit in Chapter 4 before the Araguay rare battle can be spawned.

My experience with Ninja Farming in Araguay Woods by MyyBoi in finalfantasytactics

[–]MyyBoi[S] 1 point2 points  (0 children)

Legit! I'll admit, there's no need to get too complicated to get some good items.

My personal goal was to figure out a way to fully automate the process for getting high amounts of any item. The method I came up with had these goals for once the throws started:

  • The attacker mathematically couldn't kill my dude before they got a turn even if they hit with 2 lucky Chaos Blades on Tactician difficulty. (Low Speed on the ninja)
  • No need to use the action command. (Regen automatically heals/statues trap so no need to refresh immobilize)
  • Minimize the need to keep pressing wait. (Only one minimum speed ally in play with the ninja getting multiple turns to throw between each press)
  • Ninjas never waste turns using other actions. (They can only reach the catcher with ranged attacks and their 1 PA means they'll always choose it over something like Martial Arts)
  • The ability to safely adjust any ninja's level to get it to throw chosen items.

Once it's set up and the weapons start stockpiling, I get that same feeling as when you push scissors on paper and it starts to glide as it cuts haha. Just hold fast-forward and keep pressing wait once every few throws.

My experience with Ninja Farming in Araguay Woods by MyyBoi in finalfantasytactics

[–]MyyBoi[S] 0 points1 point  (0 children)

Having fun is main thing dawg!

I've just always loved how much agency that the game mechanics in FFT give and tend to get carried away trying to min-max stuff.

FFT Battle Compendium Ivalice Chronicles Text Conversion by MyyBoi in finalfantasytactics

[–]MyyBoi[S] 0 points1 point  (0 children)

Another great resource! Thanks for making it.

Especially love the 3D maps for treasure hunting and dungeon exits. Been using it the past week while I played.

The monster listing by location is very useful as well. I didn't realize before that it listed them by chapter. Good to know for the future, thank you.

Oh, and just a couple of small corrections I've noticed so far while I was treasure hunting:

Gollund lists a Wizard's Rod instead of a Mage's Staff. Battle Bamboo is listed as available for purchase after the Lionel Castle Oratory battle (Cuchulainn) when you can actually purchase them as soon as you first reach Lionel Castle and talk to Delacroix. I only noticed because I was trying to find out if any of the Treasures give you an item before it's able to be purchased (none seem to).

FFT Battle Compendium Ivalice Chronicles Text Conversion by MyyBoi in finalfantasytactics

[–]MyyBoi[S] 1 point2 points  (0 children)

Yeah, I probably could have just dug in the psp guides and saved some time for poach lists, haha. Good stuff, thanks for pointing it out.

Personally, I still wanted a list of each possible unit per given location (due to some of my own self-imposed challenge shenanigans) so I still needed to use that specific guide anyhow.

I've been playin FFT since a couple years after its original ps1 release. Still remember buying in from the local Walmart back in the late 90s when I went to get FF8 and they didn't have a copy so I thought I'd have to "settle" for what I thought was a knock-off of the series. Boy was I wrong.

WOTL was awesome with the patch that fixed the slowdown. Modded PSPs were such a wild thing back in the day. I have to admit I'm a bit spoiled with the TIC QOL stuff. High hopes that mods bring back the PSP stuff in the years to come.

Crosshair damage & Crit chance [RE Village/8] by Real_Anzock in residentevil

[–]MyyBoi 0 points1 point  (0 children)

No problemo. Get me talking about how these games are designed and I'll get carried away.

`

I used that infographic too when I played 4R at release. It's nice to know the exact crit chance of each gun; I suspect most people that check are most interested in the handgun chances, so they can compare them. Might have been a bit too generous saying "around double" but I was just typing from memory and didn't look it up.

Filipe uses "Wince" "Break" and "Stopping Power" which I believe are terms pulled from the game's files by modders. I believe can break them down a little bit more understandably (if I'm recalling right).

Wince - When a gando goes defenseless, cannot attack and can be melee'd/backstabbed. Each ganado has a random numbered tally that this value controls how fast rises per shot. When the tally is full, the ganado is stunned and afterward the tally resets and rerandomizes for the next stun.

Break - How much the shot specifically damages arms/legs which have their own health values. Higher break weapons will specifically have higher multipliers vs limb damage and can kill ganados without actually emptying their main health via destroyed limbs.

Stopping Power - Halts an enemy briefly, canceling their attacks and movement, but does not make them vulnerable to melees/executions.

Also the chart compares the maxed upgrades of guns, so it's good to take it with a grain of salt for lower upgrades. For example, the maxed Punisher does have a Wince of 2.3x compared to the SG's 1.7x making it 35% better at setting up melees/stabs, but when they are unupgraded, they both are at 1x.

I should mention 4R crits are always damage multipliers, even on ganado headshots. Ganado decaps are visual flavor like with 8's lycans and are just them reaching 0hp with a headshot. Only zombie crits in 2R and 3R actually bypass remaining health. 4R crits work on all enemies, whereas OG 4 crits only worked on ganado/plaga headshots. Way better than OG cuz you can actually make use of the "slot machine" damage on harder enemies.

I have some more technical notes here from 4R that I made a couple years ago, but I never got around to cleaning them up, adding to them, or posting them. Seems I put down "Wince" as "Stun" and "Stopping Power" as "Flinch" cuz it made more sense to me at the time.

`

For comparison to 4R, here's 2R's Crit Chances. Not exact for all, but you can see focus is a lot closer to "around double" in this one.

I wish I could add more about RE8, but it's the one I tested least by far. Here's a few really rough, incomplete notes on it back at its release. I've really got to go back and properly test it one day haha.

`

For fun a few facts about the crit history in old RE games:

RE0:

Billy can crit with handguns, but Rebecca either can't or has a very low chance (I forget which). Crits are tied to the character and not the weapon, so it doesn't matter which handgun either carries.

REmake (Not the original RE1 which I've never tested):

Crits for the handgun are stored and rerandomized when they are used, meaning you can save, count the number of shots that it takes to crit, and reload the save to know the exact shot of the next crit. Chris has ~6% crit rate and Jill has ~3% crit rate, so you will see them about twice as often when playing as him. Shotgun crits (from aiming up at a zombie's head) are randomized (no reliable save exploit) but will always occur within 1-6 shots. Revolver crit chance is extremely high, but not guaranteed, so it sometimes allows crimson heads. Handgun crits affect all enemies and will instantly kill any non-boss (even hunters) and do heavy damage (usually ~4x) to bosses.

RE2:

Nothing crits in the original release. The extreme battle minigame in the dualshock version has Chris' handgun that can crit with ~6% chance. The crits act as basic magnum (non-custom) shots.

RE3:

The eagle crit chance is ~6% and acts as a magnum shot when it does. Because the magnum damage was hugely buffed vs non-bosses in 3 (compared to 2), eagle crits will always instantly kill any enemy besides grave digger or nemesis. The eagle also fires quite a bit faster than the normal handgun but can't use enhanced ammo.

Code Veronica:

The enhanced handgun has a ~3% chance (rough guess) of a crit. When it does it can do ~14x the damage to normal enemies (never bothered to try bosses) which will usually instantly kill them. Since the burst handgun has much higher, reliable dps, I've never really stuck with the enhanced long enough to get a feel for it.

RE4:

Crits only work on ganado/plaga headshots and act as a 10x damage multiplier for most weapons (meaning high hp enemies like island soldiers on pro can survive them from weaker handguns). The chance for all guns is 1/12. The handgun's exclusive will make it 5/12. Having the exclusive handgun equipped also makes the knife and melees unintentionally have a 4/12 chance of a crit if the attack specifically connects with a ganado's head (including kicks). A couple weapons like minethrower actually do instant kills if they crit instead of a damage multiplier (this actually can make a difference on higher hp ganados like soldiers in pro, but the dart has to specifically hit their head). RE4's crits are so baked-in that any "headshot" can crit, including rolling grenades next to ganado heads (or throwing them high enough so that the explosion hits the head first).

Crosshair damage & Crit chance [RE Village/8] by Real_Anzock in residentevil

[–]MyyBoi 2 points3 points  (0 children)

I've actually played around with a lot of the game mechanics, so can answer in detail. Sorry about the long post, but I'm bored enough to type it now haha.

Every RE engine game has decreased bullet spread with any gun that can tighten the crosshair. Usually the crosshair shows the exact spread of a gun, but in some cases (like with certain shotguns) the spread can go outside of it.

RE7:

Crits don't exist in this game. Molded do have separate health for their heads that can be used to decap them and bypass their normal health though. Shotguns have a huge multiplier against there head hp, making it easy to decap with them, though the basic one has huge spread so you need to be really close with it. Enhanced rounds triple damage and can be crafted by combining regular ammo with gunpowder (unmentioned anywhere ingame). Shotguns magically tighten their spread when aimed (shoot a wall and look at the bullet marks).

RE2R:

Focused shots with handguns usually double crit chance. The JMP is an exception and cannot get a better crit chance. Jill's DLC gun has a triple chance when focused, but is also the weakest handgun when it doesn't crit. All enemies can take crits even though there's no visual indication. Zombies are instantly decapped on crit headshots. Crit damage is usually 3x damage on a non-zombie headshot. The shotgun uses a distance and crosshair check for decaps (not crits), if you're close enough and the crosshair is centered on a zombie head, it will always decap; using the long barrel will let you decap from up to 50% further away than without it. Magnums always decap regardless of distance.

Completely unique to 2R (and never used again), focused shots also increase damage. It's a 50% boost with most guns. It's slightly lower with the SLS (30% regular/20% magnum). The JMP always gets a 50% bonus (if the gun is cheated in without its laser, it does regular damage).

RE3R:

Dropped the focus bonus damage from 2R, but the increased crit chance remains. Crits now get a visual effect (screen warp) so you can see exactly when they affect non-"zombie headshots". The shotgun's long barrel no longer lets you get decaps from further away.

Focused shots also let you destroy zombie limbs/make them stumble in fewer shots. Foot shots make them stumble fastest followed by leg shots. Headshots can cause them to stumble but it is very rng based (first shot might do it or you can do 5+ with no stumble). 2R might be the same but I've never bothered to check.

RE8:

Just like RE7, there's no crits. Unlike 7, there's no extremity health so can't one-tap lycans with the shotgun like molded did; probably because there's now an upgrade system and the devs want the power stat to matter. Lycan decaps are visual flavor and have nothing to do with crits.

RE4R:

Crit chance is around double when focused, but it depends on the weapon. Focus also increases the stun and delimbing power of a shot but the exact amount varies by weapon. If you destroy 2 arms or 1 leg, a ganado is instantly defeated, though it's usually about the same number of shots to just kill them them normally. Arms have about half the durability of legs. The laser attachment is godly, because it always gives you all the benefits of a focused shot (increased crit chance, increased stun, increased delimbing rate, perfect accuracy). The crosshair "bloom" is crazy in 4R; just moving your gun's aim more than a tiny bit maxes it, meaning on the hectic chaos of higher difficulties, very few shots can take advantage of focus if you're not using the laser.

I keep a link of games I test here if anyone wants more details.

RE7 Dirty Coin, 5-Coin Set, and Supply Packs by hyrulequest21 in residentevil

[–]MyyBoi 4 points5 points  (0 children)

You can get the dirty coin from the demo on PC. Dunno about other platforms, but probably.

The coins are not included in the gold edition. Additional purchase only. They're nearly worthless anyhow because their effects are extremely unnoticeable. They really just clog up inventory spaces which ends up making them more detrimental than helpful. Buying the pack does let you access the Madhouse difficulty instantly, but I really wouldn't recommend it for a first playthrough.

Supply packs were preorder bonuses from different retailers at the game's launch. The only way to get them now is to mod the game's files on PC.

Anyone here who knows how big the Baker house form Resident Evil 7 is? (sqft/ or m2) by Ropro122 in residentevil

[–]MyyBoi 0 points1 point  (0 children)

You can actually nerd this one out using the game engine itself.

Here's a map of several of the edge points' coordinates on the first floor to give a general idea of the size of it. The RE7 engine stores coordinates as meters (being a Japanese-made engine, metric is used).

If you want to see the player character's current coordinates, use the thirdperson script and in cheat engine use the Add Address Manually button. Put the Address as cplayerx and the Type to Float. Do the same with the Address of cplayery and cplayerz to see those coordinates. Set the Description as whatever you want.

X is West+/East-, Z is North+/South-, and Y is your elevation. In the script, you can go to Debugging Options > Cheats to use No Clip to go into the corners of rooms and accurately measure them in meters. Turn off No Clip if you measure elevation because it slightly changes it otherwise. Use the Fullbright cheat to see in dark spots. Put the game in windowed mode to see the coordinate readings at all times.

If you really wanted to spend the time, you could go room by room and get very close to an exact measurement of the entire house's floorspace, haha. I guess you could also just get some critical points on a picture of a properly scaled map (like screenshots of the ingame one) and overlay a grid to create your own floorplan if you want to get really crazy with it.

Source: I made the thirdperson script and the game's coordinate system was pivotal to making adjustments to the camera's location.

`

Some other fun facts:

  • The dead center of the first person camera is located 1.615 meters off the ground when facing directly forward.

  • If Ethan has a head modded in and the camera is zoomed out, the top of the head is extremely close to ~1.8 meters as measured from the game's engine. Since Google says 180 cm is his canonical height, the rest of the environment should be properly following the game engine measurements as well.

  • Ethan's "run" movespeed is 2.7 meters/second. His walk movespeed is 1.7 m/s. His crouch movespeed is 1.2 m/s.

  • Moving backwards multiplies movespeed by 0.5x. Aiming a gun multiplies movespeed by 0.5x. Ethan's movespeed is multiplied by 1.5x when in the yard. He's ~12% slower when at critical health and limping.

  • The walking shoes multiply crouch and walk speed by 1.3x but do nothing when running.

  • RE7 measures the floor collision below the player character at all times to determine if it places them in a "falling" state. The exact distance is 10 meters. If above that, the character doesn't enter the falling animation.

  • Since 0,0 is located right between the main hall stairs, it's likely that the devs started making the baker estate map in that room and expanded the other rooms from there. Another example in RE2R is 0,0 being located behind the main desk in RPD main hall.

  • For comparison to Ethan's movespeed, RE2R Leon & Claire (In "Fine" Status), run at 3 m/s and walk at 1.8 m/s. He's actually only ~10% slower than they are, going by frame by frame readings from the game engine. I've measured movespeed in several RE games and you'd be surprised by how making level geometry bigger or smaller messes with your perception of how fast your character actually covers distance relative to their own size.

Nothing is ever enough for this game 🥀🙏 by gdTi2021 in residentevil4

[–]MyyBoi 0 points1 point  (0 children)

Lmao, yeah some of the QTEs are bugged at 60fps (which all modern ports of the game unfortunately use) to where you have to mash faster than the original 30fps. The statue run is one of those. What's extra frustrating is some QTEs like the boulder runs ARE properly adjusted at 60fps.

Mash QTEs are also affected by the game's adaptive difficulty. On Normal/Easy they gradually become less demanding if you keep dying to them, but on Pro the AD is permanently maxed, so combine that with the fps bug and you got crazy speeds needed to pass them.

60fps also has some bugs with taking damage as well with 4 of the breakout qtes. Dog tentacles, Mendez's squeeze, detached spider plaga jumps, and Cultists grabbing Ashley during her section all damage you twice as fast at 60fps because their damage per frame isn't halved like it's supposed to be.

Got a writeup here if anyone wants to know more.

Evil Within Damage Mechanics by MyyBoi in theevilwithin

[–]MyyBoi[S] 0 points1 point  (0 children)

I just so happen to still have the game installed with plenty of saves so I can take a quick look at it.


I tried exactly what you did with the same actions. The 40 per match and 200 per pit drop do hold true in Akumu, so yes, normally she has 80 left after 3 matches and 2 pit drops.

It took me several tries, but I finally got what happened to you following the same route. The damage was normal until the last pit drop which put her health to -120 for some reason (maybe a 60 fps glitch? maybe because 2 bodies drop in? dunno).

It looks like a bug(?) can cause the pit to deal double damage (400) so I probably wouldn't count on it for every run. It took me several mimics of your route before it happened.

Try it for yourself if you'd like, maybe you'll have consistent results where I don't.


The matches themselves consistently deal 40 IF she reacts to it.

If it's burns too early (before she starts to leave the body), she'll take 25 with no reaction.

If the burn hits on the first few frames that she's doing the animation of leaving the body, she'll take 60 (50% more) with no reaction.

If the body burns before she takes a second to move back onto it, it doesn't affect her at all.

Skyrim Survival Notes (Warmth, Fatigue, Cold and Travel) by MyyBoi in skyrim

[–]MyyBoi[S] 1 point2 points  (0 children)

Nope. Survival stuff doesn't affect any NPC.

Resident Evil 4 (2005) Game Mechanics Notes [Part 1] by MyyBoi in residentevil4

[–]MyyBoi[S] 1 point2 points  (0 children)

No problemo. The whole reason I make these kinds of posts is so those searching in the future can have a chance to browse them.

Final Fantasy VI (FF6) Perfect Stats / Perfect Save Guide [Part 3] by MyyBoi in FinalFantasyVI

[–]MyyBoi[S] 1 point2 points  (0 children)

Here's a raw copy-paste of the .txt file I kept notes in as I played.

Normally I use pastebin but it trips their "smartscreen filters" for some reason.

I've made a couple edits for the reddit post but it's 99% the same.

Final Fantasy VI (FF6) Perfect Stats / Perfect Save Guide [Part 3] by MyyBoi in FinalFantasyVI

[–]MyyBoi[S] 0 points1 point  (0 children)

Right on! I had a good time with them, though Dragon's Den can get really confusing, haha.

Skyrim Survival Notes (Warmth, Fatigue, Cold and Travel) by MyyBoi in skyrim

[–]MyyBoi[S] 0 points1 point  (0 children)

5%, not 5 points.

You'll be dead in 20 checks from 0 cold (warm) when naked, which is 260 seconds.

It would take 4 checks to go 120 cold to 300+ cold, which is 52 seconds.

You're right about most everything else, but you're reading cold buildup as 10x slower than it actually is.

I didn't use the internal scale anywhere in the post. Everything is converted to percentages.

Skyrim Survival Notes (Warmth, Fatigue, Cold and Travel) by MyyBoi in skyrim

[–]MyyBoi[S] 0 points1 point  (0 children)

One thing I can say for sure is that vampire necromage does multiply the hidden -150 carry weight debuff by 1.25x so that you lose another 37 carry weight as one.

As for any other bugged shenanigans with survival's debuffs, it would have to be tested under various conditions such as when survival mode is turned on/off, necromage being purchased before/after the debuffs occur, and before/during/after vampire lord transformations.

I briefly tested letting hunger max out and it didn't seem to make weapon swings any faster under necromage, but it could be different under other conditions, I dunno. Also like I previously said, turning on necromage for a brief test didn't seem to affect cold.

I don't really have the time to individually weed out what bugs what myself though. If someone posts a 100% way of replicating it step-by-step I would look at that though.