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After playing FFTA2 a little bit, I wanted to post some observations on how the random number system works.
The random number system is something that happens behind the scenes and affects just about everything. Hit rate, damage, and units hired during map events are just a few.
Background: With computers, there is no such thing as a true random number. The program inputs a seed or starter value and then generates a seemingly random number based off it. The same seed will always generate the same number, and the current number is often used as the seed for the next number. If you want to change the outcome of something using a random number generator, you need to find ways to change the seed.
So... If you had the ability to do a real-time save (like with the Cyclo Evo), you'd start to notice some patterns.
(RTS = Real-Time Save, RTL = Real-Time Load, RTSL = Real-Time Save and Load)
1. When hiring a unit from a map encounter, the name, class, and stats of that unit are fixed. You can RTSL, but you'll still get the same unit. The only way to change what you get is to reset your DS (L+R+Select+Start) and reload your savegame.
2. It appears that each unit has a "dodge rate" random number tied to them. It's a fixed chance, from 1% to 100%. The only time it changes is when that unit is attacked. The current "dodge rate" number is used up, and the next one is generated. That sounds confusing, so let me explain...
Let's say you RTS and then attack an enemy unit. You hit rate is shown to be 95%. The enemy unit dodges. If you reload your game, that enemy will dodge your attack EVERY TIME. What's worse, that enemy will dodge the next attack from anybody. The next attack you make on that unit will always miss, but subsequent attacks may hit.
This was particularly annoying because I fought a clan trial where the law was "No Misses". There was an enemy that dodged a 95% hit-rate attack. I could RTS and RTL, and that enemy would always dodge (and cause a violation). I'd let turns pass, but that enemy would always dodge. I'd attack other units, but that particular enemy would STILL dodge when I attacked it. It was extremely annoying. Fortunately, my melee Bangaa had an opportunity turn. I was able to use the opportunity attack "Flurry" from behind. Flurry allows you to swing twice. The first swing missed, but the second swing KO'ed the enemy. Because the enemy died, I was not charged a penalty.
Since the dodge chance ranges from 1% to 100%, you may run into situations where low hit-rate attacks miss, but high hit-rate attacks will strike. If your green mage's 60% sleep misses and you RTL, your green mage's 95% physical attack may hit.
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Anyone else have any RTS observations?
The random number system is something that happens behind the scenes and affects just about everything. Hit rate, damage, and units hired during map events are just a few.
Background: With computers, there is no such thing as a true random number. The program inputs a seed or starter value and then generates a seemingly random number based off it. The same seed will always generate the same number, and the current number is often used as the seed for the next number. If you want to change the outcome of something using a random number generator, you need to find ways to change the seed.
So... If you had the ability to do a real-time save (like with the Cyclo Evo), you'd start to notice some patterns.
(RTS = Real-Time Save, RTL = Real-Time Load, RTSL = Real-Time Save and Load)
1. When hiring a unit from a map encounter, the name, class, and stats of that unit are fixed. You can RTSL, but you'll still get the same unit. The only way to change what you get is to reset your DS (L+R+Select+Start) and reload your savegame.
2. It appears that each unit has a "dodge rate" random number tied to them. It's a fixed chance, from 1% to 100%. The only time it changes is when that unit is attacked. The current "dodge rate" number is used up, and the next one is generated. That sounds confusing, so let me explain...
Let's say you RTS and then attack an enemy unit. You hit rate is shown to be 95%. The enemy unit dodges. If you reload your game, that enemy will dodge your attack EVERY TIME. What's worse, that enemy will dodge the next attack from anybody. The next attack you make on that unit will always miss, but subsequent attacks may hit.
This was particularly annoying because I fought a clan trial where the law was "No Misses". There was an enemy that dodged a 95% hit-rate attack. I could RTS and RTL, and that enemy would always dodge (and cause a violation). I'd let turns pass, but that enemy would always dodge. I'd attack other units, but that particular enemy would STILL dodge when I attacked it. It was extremely annoying. Fortunately, my melee Bangaa had an opportunity turn. I was able to use the opportunity attack "Flurry" from behind. Flurry allows you to swing twice. The first swing missed, but the second swing KO'ed the enemy. Because the enemy died, I was not charged a penalty.
Since the dodge chance ranges from 1% to 100%, you may run into situations where low hit-rate attacks miss, but high hit-rate attacks will strike. If your green mage's 60% sleep misses and you RTL, your green mage's 95% physical attack may hit.
---
Anyone else have any RTS observations?