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General Discussion / Re: Adding more elemental reactions to FFVII ?
« on: 2010-12-06 03:50:05 »I was speaking more in generalities since I haven't looked at any of this in detail (and can't at the moment). I did forget about the "never miss" weakness too, but I don't think that's ever used for elemental damages, is it? Just statuses, right? Actually, when I wrote this I was only half awake so I wasn't really paying attention to what I was writing.
Um, other way around. 'Auto Hit' is never used for status chances. No weaknesses/immunities/resistances, even to 'status' elements, affect status chances. Auto Hit affects the PAt or MAt of the ability itself, allowing it to connect in the first place before it even worries about whether statuses are hitting. Weakness/Resistances can affect PAt and MAt as well, but only if the ability has a Power of 0 (and is thus not intended to cause damage anyways).
Where does "Never miss" fall into that?
It really doesn't, seeing how it doesn't affect damage at all. Unless otherwise specified, the game remembers all the weaknesses, absorbs or immunities it hit... it just doesn't care to remember *which* elements were weaknesses, absorbs and immunities, or how many of each there were. So Auto Hit gets checked for during the hit chance calculation (along with a bunch of other things that can cause auto hit, like Death or Immunity (the latter so it can properly throw away the status inflictions and print up a big fat 0 damage).
I think these are handled like elements because of the "Never miss" effect Terence reminded me of. If the action is supposed to do "sleep" then it will always hit and always inflict. Change that modifier to double-damage and it will do just that.
Nope. Nothing in the game has an Auto-Hit weakness to a status ability, in the first place. Even if they did, they'd just cause the attacks to always hit (Lucky Evade could dodge physical auto hits, but enemies don't get Lucky Evades), but the infliction would still have its original chance. There's only three enemies in the game with an Auto-Hit weakness, and they're all 'weak' to Punch.
Instead, enemies are either Weak to or Absorb these 'status elements'. Weakness just doubles the damage if the ability does damage in addition to inflicting the status. If it doesn't do damage, it doubles the hit rate of the ability (but not the status infliction chance). Absorb will just toggle the Restorative bit, allowing the enemy to heal from any damage the ability inflicts and swap status infliction with status removal and vice-versa.
Honestly, most of this is all in the Battle Mechanics Guide (though I guess I don't make it clear enough that weaknesses/resistances/etc don't have any effect on status infliction chances). Pretty much everything in Section 3.2 Status and Elemental Resistance is dealt with during the first routine I mentioned that collates all the resistances together so that everything else that comes after can just ask whether the ability was Absorbed, Resisted, etc and not worry about *which* elements are used anymore.