11/11/2023 0 Comments Mog final fantasy 6 dancesI kinda miss ye olde glitchy SNES version, though it's refreshing to play a version of the game where I can't exploit so many bugs! Everything else in Ben's posts is spot-on. I can't comment on the thief's knife since I don't know the % for it, but it could be hashed out in a similar way if there were only one enemy target. I like to run with the Brigand+Genji when I'm strolling around the world (So that Locke can actually do some DAMAGE!), and Thief's Bracer when I'm hunting for a particular treasure or fighting a boss. The higher the success rate of steal, the less effective the Brigand+Genji combo is over the Thief's Bracer, and it will be S^2 less of a chance. But let's take a look at stealing from a monster that's Locke's same level, so both levels = "L". So in this example, the difference is pretty negligible. Using Ben's example of an assumed rate of 1% Thief's Bracer: 2S = 2*.01 = 2%īrigand + Genji: 2S-S^2 =. So our probability of success is the sum of the probabilities of each successful outcome: S + (1-S)*S = 2*S-(S^2) So, with each attempt to steal having an S chance to succeed, and a (1-S) chance to fail, our probabilities for each of these scenarios looks like this, and add up to 100%: Success: S We miss on both the first and second tries - Fail! We miss on the first try, but steal successfully on the second try - Success! We steal successfully on the first try - Success! To find the probability of success over multiple tries, we want to sum up the probabilities of each successful outcome. We can't just double the success rate with the Mug command, though. With the Thief's Bracer, all we have to do is double the rate: 2*S. Let's call our fixed steal percentage rate "S". The Thief's Bracer (originally Sneak Ring) doubles the steal success rate.Steal has a fixed percentage of success, based on the formula:.For this example, I'm going to claim these assumptions to be true, based on my understanding of the game mechanics: The chance will be greater by (Locke's_natural_chance_to_steal)^2Ĭoncerning Ben Brocka's answer, that's not really how probability works, though it is an extremely common misconception. Stealing once with the Thief's Bracer has a higher rate of success than stealing twice with the Genji Glove + Briggand's Glove combo. Yes I know I can use Steal without an attack and be sure I won't kill things, I'd like to know the most effective way per turn to do this. Ideally I'd like the most chances to steal inside a single turn when using mug (or normal attack + Thief's knives, if necessary). So what's the most effective combo? Without (previously) knowing the % boost of the Thief's bracer or the % chance of the Thief's Knife, I've been going with Brigand's Glove and Master Scroll (Genji Glove before it) to maximize attempts per turn, but what's the most efficient way to do this? Master + Genji + Thief's Knife: 8 attacks per turn, possible chance of theft.Brigand + Master: 4 Mug attempts per turn (but random targets).Brigand + Genji: 2 Mug attempts per turn.There's also the Thief's Knife item which has a random chance of attempting to steal. Master's Scroll: 4 random attacks instead of 1, per weapon.Thief's Bracer: Doubles percentage chance of stealing.Genji Glove: allows two weapons, thus two attacks (affects Mug).You can have any two of the following relics: There's also lots of ways to steal more than one time per turn. Success % = (Locke's Level + 50 - Target's level)/128 Note as Kaiser points out below, you can cut your enemy's level in half with the Discord Lore (unless they're immune to instant death, like bosses) Other simpler ideas I could see working is just setting Zozo as a "water zone" since it's always raining there, or even just have Mog start with it outright since you don't get him until you have the airship anyway.The Steal command (and mug, also known as capture, and all other attempts to steal) has a success rate determined by the following formula. (Plus Mobliz is even shown as being flooded in WoR.) If adding a new background was possible, I'd actually like to see the WoR above ground Serpent Trench be more of a wetlands/marsh type area for getting Water Rondo, since it was completely underwater before so I'd imagine it would still be really wet around there. Though the River background does have that raft glued to it at all times, and I can't think of anywhere that a waterfall could fit in that you would even have a reason to jump down from. So it could be more natural to have a riverside area somewhere, or maybe have a repeatable "waterfall" that you could jump off of for getting Water Rondo. (Though it's not actually possible to have Mog fight at Barren Falls.) It wouldn't have to necessarily be somewhere underwater for the Water Rondo dance, the Lete River and Barren Falls backgrounds are also both considered water areas for getting Water Rondo.
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