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 Post subject: Re: Against All Oodles
PostPosted: Tue Jul 24, 2012 4:10 pm 
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Amyler wrote:
CocoaNut wrote:
I don't know if this is true with Shadow Dragon, but I know at least one of the GBA games actually gave better Oodles to hit chance >50% and worse Oodles to hit chance <50% than it should have.


Every Fire Emblem game released internationally (7 onwards) has this function, and it's actually pretty clever.

Fire Emblem uses a string of Random Numbers for all its events. To determine whether an attack hits or not, in the early game, it'd use a single number from that string. This meant bad luck was more prevalent, since it only took one bad number for a high accuracy attack to miss. But in later games, it would use two random numbers and get the middle point between 'em, meaning for a high accuracy attack to miss, you'd need two pretty high numbers in the string to be next to each other, which is much less common. It means that your displayed hit is not the same as your true hit, but with an inversed bell curve; the further away from 50% your hit was in either direction, the bigger the gap was between your displayed hit and your true hit.

There's a hole mess of things interesting with Fire Emblem's RNG, but they're not really as pertinent to this comic as the displayed hit is, so. Part of the reason I bring this up is that Marth was in several of the older, Japan only games, meaning games he (and Ogma) were in once upon a time actually had the less reliable one number hit calculator, causing far more instances of aggrivating misses/hits!



See here for more detail

http://www.serenesforest.net/general/truehit.html

FE6 also uses it, and is the only game where it will actually penalize the player (stupid FE6 throne). Of course FE6's RNG is very screwy due to low average growth rates.

Aurl wrote:
/unlurk

*sniped*

Sorry if I made mistakes. I have already trouble with my native language. But my english souldn't be so bad (I think ?). I hope that my (awful) editing will make you smile ! Have a good day !

/lurk


Other than "the odds were in your favor" being too high, it's fine in English and editing.


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 Post subject: Re: Against All Oodles
PostPosted: Tue Jul 24, 2012 7:38 pm 
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deuxhero wrote:
Other than "the Oodles were in your favor" being too high, it's fine in English and editing.


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THE ODDS ARE TOO daisies HIGH.

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 Post subject: Re: Against All Oodles
PostPosted: Wed Jul 25, 2012 12:23 am 
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Petah-Petah wrote:
epicpiccoloedit.png


OH MY GOD YES ABBRIDGED

That is all.

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 Post subject: Re: Against All Oodles
PostPosted: Wed Jul 25, 2012 3:19 am 
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Someone have Marth being bitten by Samus claim the odds were in his favor. We all know i can't edit worth shit, so now someone else has to do it.

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 Post subject: Re: Against All Oodles
PostPosted: Thu Jul 26, 2012 7:37 am 
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deuxhero wrote:
Amyler wrote:
CocoaNut wrote:
I don't know if this is true with Shadow Dragon, but I know at least one of the GBA games actually gave better Oodles to hit chance >50% and worse Oodles to hit chance <50% than it should have.


Every Fire Emblem game released internationally (7 onwards) has this function, and it's actually pretty clever.

Fire Emblem uses a string of Random Numbers for all its events. To determine whether an attack hits or not, in the early game, it'd use a single number from that string. This meant bad luck was more prevalent, since it only took one bad number for a high accuracy attack to miss. But in later games, it would use two random numbers and get the middle point between 'em, meaning for a high accuracy attack to miss, you'd need two pretty high numbers in the string to be next to each other, which is much less common. It means that your displayed hit is not the same as your true hit, but with an inversed bell curve; the further away from 50% your hit was in either direction, the bigger the gap was between your displayed hit and your true hit.

There's a hole mess of things interesting with Fire Emblem's RNG, but they're not really as pertinent to this comic as the displayed hit is, so. Part of the reason I bring this up is that Marth was in several of the older, Japan only games, meaning games he (and Ogma) were in once upon a time actually had the less reliable one number hit calculator, causing far more instances of aggrivating misses/hits!



See here for more detail

http://www.serenesforest.net/general/truehit.html

FE6 also uses it, and is the only game where it will actually penalize the player (stupid FE6 throne). Of course FE6's RNG is very screwy due to low average growth rates.
but can you explain why, after 50+ attacks with my warband, a 1% Critical chance got through the first time it popped up?


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 Post subject: Re: Against All Oodles
PostPosted: Thu Jul 26, 2012 2:24 pm 
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deuxhero wrote:
See here for more detail

http://www.serenesforest.net/general/truehit.html

FE6 also uses it, and is the only game where it will actually penalize the player (stupid FE6 throne). Of course FE6's RNG is very screwy due to low average growth rates.
Mind Blown

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 Post subject: Re: Against All Oodles
PostPosted: Sat Jul 28, 2012 8:12 pm 
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this thread makes me laugh every time because wordfilters


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 Post subject: Re: Against All Oodles
PostPosted: Sun Jul 29, 2012 1:12 am 
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This happened to me way too many times in super robot wars where I always save stated (in game save states, they do the hax for you) and whenever I couldn't get a hit/dodge, I soft resetted that shiz

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 Post subject: Re: Against All Oodles
PostPosted: Sun Jul 29, 2012 9:51 pm 
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Evidence that Katie is a professional artist: She drew the enemy as a featureless hooded cloak, thus eliminating the need to draw a third detailed figure.


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 Post subject: Re: Against All Oodles
PostPosted: Mon Jul 30, 2012 6:46 pm 
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/delurks for first post

This joke is too easy. Good for lazy edits.
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 Post subject: Re: Against All Odds
PostPosted: Fri Aug 10, 2012 9:35 pm 
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Glorious.

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