What Game Mechanics would you like to know?

Any information you would like to share or ask in regards to the hacking of Legend of Legaia
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meth962
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Re: What Game Mechanics would you like to know?

Post by meth962 » Mon Jul 28, 2014 10:44 am

I thought they had individual powers but I have not seen it. There is one thing I have to check and that was a damage value of 20 on normal attacks, and a 10% increase on an art. Maybe that is different per art but I'm not thinking so.

Different arts DO have different defense targets (UDF or LDF) and hyper arts add in elemental damage which is why they are more. Here is a list of Vahn's for instance, from the game's memory, but I added the real name of the art that is shown in parenthesis. For some reason they have some old names or temporary ones stored in memory nearby. Kinda interesting though so I threw it in.

Fiery Miyawaki (Burning Flare) - LDF
Beat dunk (Fire Blow) - UDF
Beat fire (Tornado Flame) - UDF
Typhoon Kick (Cyclone) - UDF
Memorial Kick (Hurricane) - UDF
Rolling Combo (PK Combo) - UDF
Vahn Arts 1 (Spin Combo) - LDF
Vahn Arts 2 (Pyro Pummel) - UDF
Vahn Arts 3 (Cross Kick) - LDF
Vahn Arts 4 (Power Punch) - LDF
Vahn Arts 5 (Slash Kick) - LDF
Somersault - UDF
Great Miyawaki (Charging Scorch) - UDF
Miyawaki Chop (Hyper Elbow) - LDF

Now some of those arts are multiple hits, and the way the game works is having all hits as a separate "art". It essentially converts your -> -> <- for tornado flame into 2 hits. The first one being up above, and the consecutive hits are from below:

Tornado Flame - UDF
Tri-Somersault - UDF
Maximum Blow - LDF
Fire Tackle - UDF
Power Slash - LDF
Rolling Combo - LDF
Rolling Combo - LDF
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Re: What Game Mechanics would you like to know?

Post by meth962 » Tue Jul 29, 2014 9:04 am

Okay there definitely is different damage rates on arts. Normal attacks are multiplied by 20, and arts can be from x12 to x28. Keep in mind, arts get a multiple for more damage so even if an art has x12 instead of x20, it could still do more damage than a normal hit.

Each art is multiple hits. The preluding normal hits are x20 since they are normal attacks, but the actual art hits are the ones that are different. I included them all for reference, and anything that is part of an art I bolded.

Vahn's Blaze - 20,20,20,20, 18,18,22,18,18,20,18,18,28,28
Burning Flare - 20,22,28,28
Fire Blow - 22,28,28
Tornado Flame - 22,28
Cyclone - 20,20,20,18,18
Hurricane - 20,20,20,18,18
PK Combo - 20,20,20,18,18
Spin Combo - 20,20,20,18,18
Pyro Pummel - 20,20,20,18,18
Cross-Kick - 20,20,20,18,18
Power Punch - 20,20,22
Slash Kick - 20,20,22
Somersault - 20,20,20
Charging Scorch - 20,20,22
Hyper Elbow - 20,20,20

Noa's Ark - 20,12,18,20,20,22,18,18,18,20,18,18,12,12,12,12,12,12
Hurricane Kick - 18,18,18,18,18,18,18,20
Vulture Blade - 18,28,18,28
Forest Breath - 12,12,12,28
Tempest Break - 20,20,12,18,20,20,18,18,18,18
Rushing Gale - 20,20,12,18,20,18,18,18
Tough Love - 20,20,20,12,18,12
Swan Diver - 20,20,20,18,18
Bird Step - 20,20,20,18,18
Dolphin Attack - 20,20,12,18,18,18
Mirage Lancer - 20,20,20,18,18
Blizzard Bash - 20,12,18,22
Sonic Javelin - 20,20,20
Acrobatic Blitz - 20,20,22
Lizard Tail - 20,20,20

Biron Rage - 12,18,20,20,18,18,22,18,18,18,22,28,28
Explosive Fist - 20,22,28,28
Lightning Storm - 28,22,28
Thunder Punch - 22,28
Bull Horns - 12,18,20,20,20,18,18,18
Electro Thrash - 20,20,20,20,18,18,18
Neo Raising - 12,18,12,18,20,20,18,18,18
Black Rain - 20,12,18,20,18,18
Side Kick - 20,20,20,18,18
Head Splitter - 12,18,20,22
Guillotine - 12,18,20,20
Back Punch - 12,18,20,20
Iron Head - 20,20,22
Battering Ram - 12,18,20,22
Flying Knee - 20,20,22
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Re: What Game Mechanics would you like to know?

Post by Nightshade » Tue Jul 29, 2014 12:36 pm

Will an Art hit with power 22 do more than one with power 18, assuming the random factor is held constant? Or will other factors come into play besides?

Speaking of this, I'd be curious to know the random component of damage being dealt. What percent of the attack's final damage is due to randomness?
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Re: What Game Mechanics would you like to know?

Post by meth962 » Tue Jul 29, 2014 10:32 pm

Yup, a that power is used as a multiple so it is significantly different. If you ever notice Gala's Thunder Punch for example hits harder with the second hit.

Without giving you the long equation, I can try to sum up the random points.

1. Random amount of your total ATK is added in.
2. Random amount of the enemie's Defense is subtracted.
3. Random amount of 5/32 of your ATK is added.

Hard to explain but from what I can tell, it's around 30% of the damage.

The formula is like so:

A = a + (wA / 2);
D = ldf or udf;

damage = (((A + (rnd[A/8 + 1]) * p) / 16 + hp/256 + (A * n / 64) + (A * ang / 65536)) * eR - (rnd[D/8+1]) + (D * di);

a = Attacker's ATK
wA = Attacker's Weapon ATK
ldf = Defender's LDF
udf = Defender's UDF
p = Power (20 is default, less or more depending on art)
hp = Attacker's HP
n = Number of hits - adds 1/64th damage each hit (this is why Noa's Ra-Seru strike builds damage)
ang = Angle of attack - this is hardly used, and at most will change damage by 40.
eR = Elemental Ratio - It is x1 if normal, -4% to +4% depending on the elements of both.
di = Distance - The longer it takes you to get to the enemy, the more defense they get. They gain 1/5th a percent for every "tick" or step. Not sure if it's time based or distance but battle starts at 46 ticks away. This gives a 4.5% increase in defense. After the first hit, this number is then 0 and provides no bonus.
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Re: What Game Mechanics would you like to know?

Post by garik16 » Wed Jul 30, 2014 8:40 pm

Two questions more on arts, Meth:

1. I don't see Super Arts in your arts list....i assume they get different boosts too.
2. How does Tough Love's charm work? Seems to work to me 100% on normal enemies or so, but fail on certain minibosses who would otherwise be vulnerable? (Viguros in voz forest for instance seem to be invulnerable to it, despite nighto vulnerability)

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Re: What Game Mechanics would you like to know?

Post by meth962 » Thu Jul 31, 2014 1:36 pm

I forgot to test Super Arts. I will have to see if they receive anymore bonuses than the normal arts that make them up. Since it is an efficient use of agility/damage, I wouldn't assume so but we'll see.

Ah good question, I'll have to look into Tough Love as well. I'm actually home tonight so I should have some time.
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Re: What Game Mechanics would you like to know?

Post by meth962 » Thu Jul 31, 2014 8:49 pm

Okay I found the super arts are mainly the same, but of course the super arts at the end are their own damage.

Vahn
Power Slash - 20,20,22,20,20,20,28
Fire Tackle - 20,20,20,20,22,14,28
Maximum Blow - 20,20,22,20,22,20,28
Tri-Somersault - 20,20,20,20,12,12,20,12,12,12
Rolling Combo - 20,20,20,12,12,20,20,22,20,20,12,12,12,12

Noa
Super Javelin - 20,20,20,18,18,18,20,28
Dragon Fangs - 20,20,20,20,18,18,20,12,12,12,12
Triple Lizard - 20,20,20,18,18,20,18,18,20,12,12,12
Super Tempest - 20,20,20,18,18,20,20,20,20,12,12,12,12,12,12,12,12
Love You - 20,20,20,18,18,20,20,20,20,12,12,12,12

Gala
Rushing Crush - 20,20,22,20,22,20,28
Super Ironhead - 20,20,22,20,22,20,28
Back Punch - 20,20,22,20,22,20,12,12,12
Heaven's Drop - 20,20,22,20,22,20,12,12,12,12
Neo Static Raising - 20,20,20,20,20,20,20,20,12,12,12,12,12,12,12

And as far as Tough Love and Love You goes with the Charm, yes it is extremely likely to succeed unless it is a boss character. It actually runs the RNG very weird.

It runs the following scenario about 13 times. So you have 13 chances to apply charm to an enemy. It does this based on animation timing. It first checks when Noa's animation is blowing the kiss and then...

1. Check battle flag at 0xeb8db - if this is anything but zero, cannot charm. Boss battles and ALL battles in Debug mode set this to 04, meaning you cannot charm in Debug mode.

2. RNG & 1. Or in other words, a 50/50 if the charm will work or not.

Now it will run the 50/50 shot 13 times throughout the animation and if you succeed once, you will charm the enemy. That's a 0.012% chance of not charming an enemy.

While playing around with that, I also found out there are two levels of poison. One does 3% of your maxHP, and the other does 6% of your maxHP. Both degrade your stats like defense by 10% or 30%.
Last edited by meth962 on Fri Aug 01, 2014 8:02 am, edited 1 time in total.
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Re: What Game Mechanics would you like to know?

Post by Nightshade » Thu Jul 31, 2014 10:14 pm

Two levels of poison? Don't you just mean Venom Status and Toxic Status?

Also, on Maximum Blow, I presume 1C is HEX for 28?
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Re: What Game Mechanics would you like to know?

Post by xTrance » Fri Aug 01, 2014 1:47 am

Is is possible to calculate whether Super Arts are more or less AP efficient than Hyper Arts? I've always found Hyper to slightly better, but that could just be because I looked into it enough.

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Re: What Game Mechanics would you like to know?

Post by meth962 » Fri Aug 01, 2014 8:03 am

Nightshade wrote:Two levels of poison? Don't you just mean Venom Status and Toxic Status?

Also, on Maximum Blow, I presume 1C is HEX for 28?
Oops yes, missed that one. And yeah, I forgot their names, but one is worse and I didn't know that.
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