Chrono Trigger Dmg Formula
The thing is, more damage dice isn't that much more damage. At 12th level they gain an avg 7 damage per punch. And they can flurry 5 attacks on a full round, making it 35 avg damage if they can hit with all 5 attacks, one which has a BAB of 0.That's nothing at level 12. Spire had 2 responses: 1.5 Lightning 2, 1.5 Leap Slash (Floogal) 2.0 Lightning 2, 1.0 Leap Slash (n00b avenger) Phoenix 1911's FAQ lists it as 1.25 Lightning 2, 1.25 Leap Slash if you want to help, please provide these numbers while fighting the same enemy without changing any configurations:-dmg for Crono's Lightning 2-dmg for Frog's Leap Slash-dmg for Spire if we can't figure it out from there (like their damage values are way too close), you can use a damage multiplier on one character at. Crono is the silent main proginist of Chrono Trigger. The story begins with him in his home, being woken up by his mother in order to attend the Millenium Fair in the village of Truce in the. Crono Chrono Trigger Wiki FANDOM powered by Wikia.
Chrono Resurrection | |
---|---|
The logo of the project's second version, based on Chrono Trigger's own logo | |
Developer(s) | Resurrection Games |
Designer(s) | Nathan Lazur |
Artist(s) | Luis Martins |
Composer(s) | Mathew Valente |
Series | Chrono (unofficial) |
Platform(s) | Nintendo 64 (as CT64) Windows, GameCube, Xbox |
Release | None (set to December 25, 2004 before public closure) |
Genre(s) | Role-playing |
Mode(s) | Single-player |
Chrono Resurrection, also known as Chrono Trigger: Resurrection, is an unreleased fangame developed by North American team Resurrection Games under Nathan Lazur's direction. It is based on the critically acclaimed Super NESrole-playing gameChrono Trigger by the Japanese company Square. The project was initially called CT64 and was meant to be a complete remake of the original game for the Nintendo 64, with both 2D and 3D playing modes.
After a first interruption in development, the project was redefined as a short interactive demo for Windows-based personal computers. New team members, including professional artists and designers, were recruited for the demo, which would feature ten scenes from Chrono Trigger and most of its playable characters. In 2004, the project was publicly closed after Square-Enix issued a cease-and-desist letter to Resurrection Games for trademark and copyright infringement. Despite its closure, the project has received critical and popular praise.
- 2Second version
Nintendo 64 version[edit]
Nathan Lazur initially planned to create a Chrono Triggerremake for the Nintendo 64, called CT64, using GNU-based homebrew tools. Lazur's motivation for the project came in 1999 when playing Chrono Trigger and Super Mario 64.[1] The remake, developed by a team of four people, was Lazur's first attempt at creating a complete title. The game was intended to have two playing modes and the same battle system as the original.[2]
The first mode would feature 2D and pre-rendered graphics enhanced with 3D spell and battle effects. Some of the effects created by Lazur would rely on software programming rather than the Nintendo 64 hardware, as the latter would not be capable of rendering them directly.[2] The second mode would be a full 3D mode played in either regular or high display resolution, and would feature different level of detail textures depending on camera distances, to maximize clarity and performance. Both modes would be in a top-down perspective, although more cinematic camera angles, similar to those from The Legend of Zelda: Ocarina of Time, were also considered for the 3D mode.[2]
A gallery feature was also planned and would allow players to unlock bonus material depending on their progression in the game. Fan artwork and music would be unlockable through this feature, as well as minigames, including a card game similar to Triple Triad from Final Fantasy VIII.[2] The remake was expected to be released on the Internet for free and played on console emulators, since there would be no cartridge version due to financial constraints.[2] Only a semi-working 3D test was actually completed, and the project was discontinued in mid-2000 due to a number of factors, including the accidental loss of Lazur's data and his desire to improve his programming skills.[1][3]
Second version[edit]
Development[edit]
The second version of the project, tentatively called Chrono Trigger: Brink of Time[4] then Chrono Resurrection, started development in April 2003.[3] Lazur has given several reasons to explain his willingness to restart the project, including his experience coding for the DreamcastVisual Memory Unit,[1] programming for game developer DC Studios,[3] and playing Chrono Cross, the official sequel to Chrono Trigger for PlayStation.[1] Unlike CT64, the second version would be a short demo developed in a cross-platformengine with a single 3D playing mode. The Windows version was planned for a free Internet release, while Nintendo GameCube and Xbox ports would be reserved for official developers with access to development kits of either of the two consoles.[5]
The new development team was mostly recruited on the game developers website Gamasutra and worked in a small studio in Lazur's apartment, in Montreal, Quebec, Canada. The team included up to nine members, most of which had about two-and-a-half years of experiences in the industry.[6] Lazur has admitted that he began to seriously focus on the quality of the demo only after art director Luis Martins joined the project.[1] Other professional designers in the team included Moise Breton, a 3D artist who had worked on character models for the commercially successful movie The Matrix Reloaded,[3] and Michel Cadieux, an animator who had worked for game company Microïds. Difficulties were encountered in the game engine development as Lazur was the unique programmer and worked from scratch.[3][6]
The score for the demo was composed by Mathew Valente, who had been with the project since its Nintendo 64 version.[1] The score was to consist in arrangements of the official Chrono Trigger soundtrack written by Yasunori Mitsuda, Nobuo Uematsu and Noriko Matsueda.[7] Valente's goal was to retain the feeling of the original music while enhancing it for a modern platform.[8] Most of the arrangements were created in the Impulse Tracker format, then converted to MIDI and enhanced with a number of tools.[7]
Content[edit]
The team tried to capture the feel of the original game with updated graphics and sounds in the demo.[6] It was to feature ten short interactive scenes from Chrono Trigger.[9][10] Despite receiving requests from fans, the development team did not intend to create a complete remake of the original game since they would not have the necessary resources, and because they thought the result would not have been on par with Square Enix-developed titles.[3] The story of the game was altered slightly to allow for the ten scenes to better flow from one to the other.[6]
The demo was meant to be played using a 'default party' of characters, with other party members unlockable for additional replay value. Due to time constraints, the development team expected that two of the seven characters of the original game, Robo and Ayla, would have 50% chances of not being featured.[3] While the team tried to capture the feel of the original game with updated graphics and sounds,[6] the artists and animators faced difficulty in reproducing the characters due to the differences of style between the sprites, artwork and PlayStation version anime sequences.[3] They noted, however, that they overcame the issues and managed to add a bit of their own art style into the game.[6]
Closure and aftermath[edit]
Chrono Resurrection was originally set for a Christmas 2004 release.[11] However, Square Enix issued a cease-and-desist letter to Resurrection Games before the release for trademark and copyright infringement.[12] Faced with a threat of legal action, the project was publicly closed on September 6, 2004.[13] According to the development team, the website of the project had received significant hits from Square Enix Japanese IP addresses for a period of three months before the letter issuing. They assumed these visits were mostly from employees rather than top executives,[13] and hoped the company would see the demo as how the team sees it, a tribute to Chrono Trigger rather than a replacement.[9]
Gaming websites 1UP.com and GameSpot called the project's second version 'ambitious' and praised its graphics, noting that the art style is mostly faithful to that of the original game's character designer Akira Toriyama.[13][14] Website Nintendo World Report praised the game's graphics and music, and called the quality of the artwork 'professional'.[5][11] 1UP.com judged the project's closure 'unfortunate' but deduced that Square Enix could not leave the possibility of a 'competing' Chrono Trigger remake open.[7] GameSpot also expressed their disappointment in Square Enix's decision to shut down the 'furthest along' of Chrono Trigger fan remakes, pointing at the fact that with no news of another official sequel, fans of the Chrono series 'have been left in the cold'.[14] Website GamePro Australia called the project 'possibly the greatest fan remake to get crushed under the huge shoe of a big-time developer'.[8]
Several Internet petitions were created by fans to pressure Square Enix into green-lighting Chrono Resurrection; none have had any effect, however.[13] Nathan Lazur, though disappointed, holds no ill will towards Square Enix for protecting its intellectual property, and he has stated that he 'felt honoured to even be recognized' by the company.[1] He added that to avoid legal issues, developers of fangames should present their polished demos directly to the original publishers so that the products can be handled in a 'more traditional business procedure'.[13] Before the closure of Chrono Resurrection, Lazur had stated that his team had no plans to remake other games after the project's completion and would have liked to develop an original concept based in feudal Japan.[3]
References[edit]
- ^ abcdefgJones, Darran (November 2004). 'Chrono Trigger resurrection is no more'. gamesTM (24). Imagine Publishing. p. 130.
- ^ abcdeGameSpot Editorial Team (2000-06-16). 'Chrono Cross N64?'. GameSpot. Archived from the original on 2008-07-19. Retrieved 2008-06-26.
- ^ abcdefghiThe Stagbeetle (2004-08-20). 'Chrono Trigger: Resurrection Interview'. VGPro.com. Archived from the original on 2005-02-25. Retrieved 2008-06-26.
- ^Lazur, Nathan (2004-05-07). 'Chrono Trigger Update!'. Opcoder.com. Archived from the original on October 27, 2006. Retrieved 2008-06-26.
- ^ abCole, Michael (2004-05-09). 'Chrono Trigger Comes to Nintendo GameCube!'. Nintendo World Report. Archived from the original on 2009-02-20. Retrieved 2008-06-27.
- ^ abcdefRagan, Jess (2006-04-26). 'The Brews Brothers: Nathan Lazur'. The Gameroom Blitz. Archived from the original on 2008-03-31. Retrieved 2008-06-26.
- ^ abcMaragos, Nich (2005-08-18). 'Gaming's Rhapsody: Third Movement'. 1UP.com. p. 1. Archived from the original on 2012-12-08. Retrieved 2008-06-26.
- ^ abNoble, McKinley (2010-02-15). '13 fantastic fan-made game remakes and demakes'. GamePro Australia. p. 2. Archived from the original on 2011-08-14. Retrieved 2010-03-09.
- ^ abBaker, Chris (November 2004). 'Back to the Beginning'. Electronic Gaming Monthly (184). Ziff Davis.
- ^Lazur, Nathan (2004-09-18). 'Update'. Opcoder.com. Archived from the original on October 27, 2006. Retrieved 2008-06-26.
- ^ abCole, Michael (2004-09-06). 'Chrono Trigger Resurrection Update'. Nintendo World Report. Archived from the original on 2009-02-20. Retrieved 2008-06-27.
- ^Stanford Center for Internet & Society. 'Infringement of Chrono Trigger trademarks and copyrights'. Chilling Effects. Archived from the original on 2008-06-16. Retrieved 2008-06-27.
- ^ abcdeRagan, Jess (2006-03-20). 'Singing the Brews: The History & Philosophy of Homebrew Game Development'. 1UP.com. p. 7. Archived from the original on 2012-06-29. Retrieved 2008-06-26.
- ^ ab'The Original Time Trotters'. The Greatest Games of All Time. GameSpot. 2006-04-17. Archived from the original on 2007-03-21. Retrieved 2008-06-26.
External links[edit]
From StrategyWiki, the free strategy guide andwalkthrough wiki
ChronoTrigger Table of Contents Walkthrough
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Note that an asterisk (*) indicates that the move is magical; inmost cases these are elemental techniques that will benefit orsuffer depending on the enemy's elemental properties and defensivestats.
Attack
Attacks performed by executing the 'Attack' function in battleare non-elemental, physical techniques that strike an enemy asingle time and have the chance to deal double damage if a 'crit'(critical strike) occurs.
Variables
- Hit/HIT: this is thecharacter's 'Hit' stat value (an integer); it represents acharacter's accuracy. It only applies to Lucca and Marle'scalculations. 1 Hit is equal to .66 Attack for Lucca andMarle.
- Power/PWR: this is thecharacter's 'Power' stat value (an integer); it represents acharacter's physical strength. It applies to Ayla's and all of themales' calculations. 1 PWR is equal to 1.33 (repeating) attack formales, and 1.75 attack for Ayla.
- Level: the character's level. This affects thestatistics of a character and Ayla's attack value formula.
- Weapon: this is the weapon's power value(integer). It affects all characters except for Ayla.
- Attack: the value next to the small weaponicon, found on the pause menu next to a character's name; this iscalculated from the Power and Weapon values. The formulas thatproduce the attack value first produce a decimal value that is thenrounded to the nearest whole number.
- Damage: the value seen when attacking anenemy.
Formulas
Character | Attack value formula |
---|---|
Ayla | |
Lucca and Marle | |
Males |
- Example
At the start of the game, Crono's weapon, Wood Sword, has aWeapon value of 3. At level 1, Crono has a PWR value of 5.His attack value is first calculated as 8.33333333 recurring, butit is then rounded down to 8.
Damage
The base damage (theoretical minimum) for a character's 'Attack'is their attack value multiplied by two. Additionally, a randomnumber is generated to modify the damage and give it a morerealistic, dynamic appearance. The random number is affected by thecharacter's level and/or attack value (it is difficult todifferentiate between the two because as characters level, theygain the stats (PWR or HIT) that increase their attack value). Alsonote that the resulting damage can be modified by an enemy'saugmented defense.
- Formula
Damage = ((Attack * 2) + (Random))
- Example
Crono at the start of the game (attack 8) deals a base of 16damage, with a possible increase from the random value.
Unique formulae
Robo's Crisis Arm
Robo's Crisis Arm is a very dynamic weapon that can be eithervery strong (over 4,000) or very weak (0 damage). The damage dealtis based off of Robo's calculated attack value and the last digitof his HP (the attack value is multiplied by this digit). Thisweapon is best used later in the game when Robo has 999 HP so thatthe last digit is usually 9. If you want to maximize his damage,all you have to do is keep him healed.
- Attack formula
First calculate his attack with 'Attack = ((Power × 4/3) +(Weapon × 5/9))'
. Since Crisis Arm only has a power value of1, when it is multiplied by 5/9, the resulting fraction (.55repeating) does not get rounded up in the SNES version. Therefore,a power of 89 results in an attack value of 119, and a power of 91results in an attack value of 121.
- Damage formula
- LDHP: this is the last digit of Robo's currentHP.
Crisis Arm Damage = ((Attack/2 * LDHP) * 2)
- Example: if Robo's PWR is 99 (minimum level 59), thenhis Attack will be 132 (66 when divided by two). The followingexpected damages are calculated based on the last digit of hisHP:
- Expected damage
Each digit (LDHP value; except for zero) is worth as much as theattack value (in this case, it's 132).
LDHP Value | Formula | Theoretical minimum |
---|---|---|
0 | 0 | |
1 | 132 | |
2 | 264 | |
3 | 396 | |
4 | 528 | |
5 | 660 | |
6 | 792 | |
7 | 924 | |
8 | 1056 | |
9 | 1188 |
- Theoretical maximum
The theoretical maximum for each digit is very difficult tocalculate, as it is based on a range of random numbers that scalewith attack power (perhaps even character level). However, thegeneral rule of thumb for the random range is: Random numberfor Crisis Arm damage = (LDHP × 14)
. Therefore, in the tableabove, the damage you can deal with Crisis Arm without an accessoryor a critical strike is 1188-1314.
- Absolute maximum
If you equip Robo with the Crisis Arm and Prismspecs, it willboost his attack value to about 185 (instead of the expected 255).At this point, he can crit for over 3,500 damage!
Ayla's Bronze Fist
- How to get: reach level 99 with Ayla.
On a critical strike, this will deal 9,999 damage. By the timeyou acquire this, Ayla's crit chance will be extremely high; fromthen on you can expect to deal major damage consistently.
Lucca's Wondershot
This weapon randomly changes attack power, it can do thefollowing:
- 1/10 × base damage.
- 1/2 × base damage.
- 1 × base damage.
- 2 × base damage.
- 3 × base damage.
Magus's Doomsickle
This weapon grows in strength significantly as your alliesdie.
Number of fallen allies | Base damage multiplier |
---|---|
1 | 2 |
2 | 3 |
Defense
- Variables
Chrono Trigger Damage Formula
- Defense: decreases the amount of physicaldamage a character takes. Is affected by the total equipped armorvalue (helm and body) and stamina.
- EV./Evasion: increases a character's chance tododge regular, physical attacks. Magical attacks cannot bedodged.
- M DEF./Magic Defense: decreases the amount ofdamage taken from magical attacks (including non-elemental, butexcluding physical).
- Stamina/Vigor: increases defense by one perpoint.
Formulae
Stat | Formula | Maximum value |
---|---|---|
Defense |
| |
Evasion | ** (99) | |
Magic damage reduction | ||
Physical damage reduction |
Maximizing physicaldefense
- Males
- SNES: equip OzziePants, Moon Armor, and PowerSeal.
- DS: equip Ozzie Pants, Saurian Leathers orRegal Plate or Shadowplume Robe (Magus only), and Power Seal.
Chrono Trigger Dmg Formula 5
- Females
Both versions: equip OzziePants, Prism Dress, and PowerSeal.
Chrono Trigger Tech Damage Formula
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