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Ignasia's DQ VII Data Dump Thread


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Ok, so at least one item, maybe more, was never fully implemented.

 

This game uses a treasure chest system not unlike DQ9's random chests.  Though each one is tied to a particular map.  When the map is crafted/given, it always has the same selection of random items, and based on the level of the tablet, has additional items added to the chests/pots/barrels.  There are occassional pots and barrels with nothing in them, and these are uniquely distinct, and never have anything in them.

 

In anycase, this makes it easier to work out what the item actually is.

 

I'm working on a list of all random items, cataloguing myself, and translating Japanese sources, figuring out what's what.

 

So far, the only map I have with one partially implemented item is the Zeppling map from The Haven.

 

Treasure finds in Tablet "Blimpton:"

1) 1~500g (Update: found one with 364, so the cap is 500)

2) Pilchard Pie

3) *UNKNOWN ITEM*

 

Might be multiple unknowns.

Edited by ignasia7
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That was too easy.

Maybe I'm intruding on something personal, but I can honestly say I appreciate both of you guys. Yangus, I can always get a chuckle out of you, and our mutual interest in Atlus games is neat. And Iggy

Yeah, I pretty much just use regular streetpass, since it seems to work a little funny. Streetpass data is typically saved to the SD Card, but your Monster Levels and immigrant town are connected to y

Pretty satisfied there are only 2 items and gold.

 

That should narrow it down, hopefully.  I have a bunch to do, and I want to get through Alltrades first, but this should help me out later.

 

            ______________________________________________________
         >O<______________________________________________________>O<

 

That's the base version.  Test version 1:

 

            _______________________________________________________
            \______________________________________________________\

 

Test version 2:

 

            ______________________________________________________
          ((______________________________________________________))

            ______________________________________________________
           (______________________________________________________)

 

Test version 3:

            ______________________________________________________
           {______________________________________________________}

 

Test version 4:

            ______________________________________________________
           !______________________________________________________!

Edited by ignasia7
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Bumping this now, since I haven't done anything here yet...I'm class leveling and pumping in all data from that in my FAQ.  Going to try to make it to hero at levels 12/7/12, though it might be 12/8/13.  Pretty cool though :).

 

I have to make a note to add in a ton of stuff to the "changes" portion of the faq, and even the removal.  I just don't recall what they were.  I was busy getting data on DLC monsters.  I really want my monster guide to be damn comprehensive.  Though I think I'm just going to skip on the uber Kiefer, and just keep leveling him and Aetheras...changed my other Aetheras to Enix...and make the 3rd slot a solo Aetheras for a bit, get him through all human jobs, and into Hero at least, then clear out as many DLC tablets as possible, and then use a low level Maribel/Ruff to get hard data on each monster.  I really really wanted to see Kiefer's level 40~50 Resilience stat growth, but oh well.  It won't happen.  Unless maybe I get lucky in my next tablet trade tonight, and get something with Metal Slime Knights, or maybe...Metal Slimes/LMS, but I'd rather the knights, since their new exp table is much better, and they're a lot easier to take down.

 

Jay, if you have a minute, could you explain exactly HOW you traded tablets to your own game, with 2 3DS?  I didn't think you could remove the cartridge while in tag mode.

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Jay, if you have a minute, could you explain exactly HOW you traded tablets to your own game, with 2 3DS?  I didn't think you could remove the cartridge while in tag mode.

 

Streetpass.  Set up streetpass for yourself on both systems.  Then just wait for streetpass to do its thing.

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Jay, if you have a minute, could you explain exactly HOW you traded tablets to your own game, with 2 3DS?  I didn't think you could remove the cartridge while in tag mode.

 

Streetpass.  Set up streetpass for yourself on both systems.  Then just wait for streetpass to do its thing.

 

 

Gratzi.

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Have to remember to write in that the 3DS no longer puts field spells in a save position, it's like the DS remakes, I have to sort through each individual spell/skill each time, making whistling about 1/2 to 1 second slower than the original.  Not much, just interesting this choice was chosen, and no customization option to alter it.

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collecting dlc monster data is interesting...I've noticed that swings for HP are VERY high.  For instance, Ghouls...in the Poison Party map, 67~124...yeah...seems like the average is about 85~90, more consistently 85.  It's insane.  Not just them, but I've had others in the 300 range die to 250ish, and a few take nearly 500 HP...I dont' know if anyone else has noticed how wide the HP ranges seem to be, but the swings are pretty drastic, at least in the DLC.  So far, in the game, I'm seeing about -10/+5, but a few were a bit beyond +5, maybe as high as +10%, but I wasn't able to get in a +1/2 damage to get a good read.  It's just crazy.

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Chest gold caps...not sure on this:

 

Lv 1 = 1 ~ 300 *Definitive

Lv 5 = 1 ~ 600 *Definitive

Lv 10 = 1 ~ 900 <---could be 1200, not sure yet

Lv 20 = 1 ~ 1200 <---could be 2400, not sure yet.

Lv 30 = 1 ~ 1500?

Lv 50 = 1 ~ 1800?

Lv 99 = 1 ~ 2100?

 

Seems to be a fixed value depending on the enemy.  I'm seeing certain maps cap at 300 or 400, and others at 500 or 600.   Never higher than 600 in my experience, no matter the level and no matter the boss.

 

Also if a room has more than 5 chests/barrels/pots, the gold amount drops to 1~200, usually just around 100.

----

 

Thought I'd add in a section listing areas with extra scenes after finishing the scenario):

 

1) Faraday (past) - 1F rear castle door, listen, then enter, speak to E.L.L.I.E. and it's all done

2) Alltrades Abbey (past) - 2F speak to Zev at the Weapon Counter, downstairs approach Zev and Nava in the NW, then try to exit for the final scene

3)

Edited by ignasia7
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Ok....so Kiefer is now level 40 in my Aetheras...3rd slot save.  Next level should see surprisingly high Resilience stat gains.  Time to sleep and tomorrow I'll try to get at least level 41 and 42.  I'm going up to 43, unless I find a really awesome tablet via the 24 hour share system.

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Jay, if you have a minute, could you explain exactly HOW you traded tablets to your own game, with 2 3DS?  I didn't think you could remove the cartridge while in tag mode.

 

Streetpass.  Set up streetpass for yourself on both systems.  Then just wait for streetpass to do its thing.

 

Yeah, I pretty much just use regular streetpass, since it seems to work a little funny. Streetpass data is typically saved to the SD Card, but your Monster Levels and immigrant town are connected to your file data in the cart. That being said, I've noticed it's easier to tag youself if you use two separate files. For example, I take my data, that I started in Slot 1, and when I set up streetpass on my first DS, (I'll call it Blue) I save into slot 1. Switch in to DS two [black], load file one, and set up street pass on that one, and than save into file two. From there on, I'll save into the other slots: Receive streetpasses on black from loading slot 2 than saving into 1. Switch to Blue, load file one, get THAT streetpass and than save into two.

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A little AI testing...

 

Initial testing with "Fight Wisely", Levels 13H / 18K / 7R / 14M until 14/18/8/14...Wisdom was around base...maybe offset by 1 point, all Wisdom seeds given to Maribel in my Zephyr game, so 28->30 H / 42 K / 11->13 R / 37(maybe 42) M:

http://www.gamefaqs.com/boards/688276-dragon-quest-vii-fragments-of-the-forgotten-past/74105079/862925142

http://www.gamefaqs.com/boards/688276-dragon-quest-vii-fragments-of-the-forgotten-past/74105079/862932691

http://www.gamefaqs.com/boards/688276-dragon-quest-vii-fragments-of-the-forgotten-past/74105079/863073201

http://www.gamefaqs.com/boards/688276-dragon-quest-vii-fragments-of-the-forgotten-past/74105079/863074163

http://www.gamefaqs.com/boards/688276-dragon-quest-vii-fragments-of-the-forgotten-past/74105079/863074682

 

What I'm interested in is group versus groups targeting.

 

If there's 1 Group: Any, equal chance to target, no preferences for Kiefer or Gabo.  Gabo prefers opening with Aooo! if the group is Automatons. Maribel prefers Sap in round 1, Bang in round 2, never gets a chance to test this in round 3, except when she's out of MP or lacks sufficient MP for Bang.

If there're 2+ Groups: Preference weaker enemies first, by Max HP only, Gabo prefers to use Sic'Em once learned, though there's only one instance of this, but since, I've seen preference for it, even against Automatons.  Maribel prefers Bang.

If there're 2 Automatons, 2 Groups: Maribel goes 50/50 Sap or Bang, typically Sapping the right-most.  Kiefer prefers to attack Left to right, unless Sap is present, then focuses on the Sapped Automaton (strangely, if Sap is present on an Automaton without Sap, but in a Group of 2x Automatons, Kiefer ignores sap most of the time).  Ruff behaves the same as Kiefer, preference left to right unless sap is present (same deal as Kiefer with 2x Automatons, 1 Group, where the Sapped ignored if present).

 

===

 

Now, currently, in my Aetheras game, Kiefer is level 42, with 89 Wisdom.  Ruff I revived (I realized I only require Maribel as an ultra low level for later testing purposes), and is level 21 with 32 Wisdom.

 

I have had both Kiefer and Ruff on "Show No Mercy" for the last 7 hours straight.  Here are my findings.

1) Kiefer only targets the weakest in terms of Defense first, then HP by MAXIMUM HP only.  This is consistent regardless of number of groups, regardless of types of enemies.  When targeting in a group, there is no consistent targeting chance, they're all about equal, regardless of HP level.  This has been the case since Kiefer hit somewhere around level 30~32, and hit around 50 Wisdom.  Until that point, targeting was always left to right in terms of which group was targeted.

 

2) Ruff ALWAYS targets left to right if there are multiple groups, regardless of which group has weaker enemies.  He never seems to care about any stat.  Attacks with Sic'Em if in a group, or uses his Icicle Dirk, or attacks physically if neither Sic'Em/Icicle Dirk (use) will potentially kill, and a normal physical attack WILL (but uses the Icicle Dirk if a physical attack somehow won't guarantee a kill, or that's my guess, because each time he uses standard attack, the enemy always dies, over the past 400+ battles).

 

 - So what I'm going to do, is see if there's any change in Ruff's behaviour at 40 and eventually 50 Wisdom respectively, and if even Kiefer changes, such as preferences for Current HP, rather than Maximum, or ignoring Defense, since he can one-shot everything where I'm hunting, with 100% guaranteed rate, and preferring to kill the weak, or perhaps changing tactics to prefer the strong.  Since I've a bit of time to go before I get my Seed of Strength farming done, there's ample time to see if this changes by the next level (he'll hit 90 or over next level).

 

Another thing I'm going to test is this...

 

 - Hero's level up saw +1 Strength, when the base was +3.  That's in normal range, but it could also be one of those +0 or 1 scenarios.  Prior to that I had him seeded to Base + 58.  So right now he's Base +56.

 - At some point soon, Ruff I'll give Base +42 Strength, to see if maybe +40 is the cap...maybe it's +50.  I'll see the next few levels with both Ruff and the Hero.

 

---

 

Ruff finally attacked something weak that wasn't the left-most group.  I should point out that when I recorded the above, Ruff just leveled up to 21.  Now he's 22, with 34 Wisdom.  Level 20 I didn't record, but 21 was +2 or 3, so 29 or 30.  I'm not sure.  He seems to have altered his behaviour since to sometimes focus on the weakest, in the same pattern as Kiefer, just sometimes.

Edited by ignasia7
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YES...YES!  Finally, Aetheras...final town form (first casino version).  Meaning I can now abuse the Pilgrim's Rest casino...WITH KIEFER in my party!

HAHAHAHAHAHAHA!  About damn time.  I was hoping to get some better equipment.  I wonder if he really can equip that warhammer.  I'll find out soon enough!

 

OMG...100 token slots.  =D

 

Time to save, as I've collected exactly 40 Tombola tickets!  Time to aim for a few things.  ...I wonder if I can get multiple gold balls?  I would guess so given DQ5 and DQ Swords...

 

Going to keep resetting until I get at least one Extra Elevating Shoes, in the first 10.  Then a second in the next 10, then a third in the next 10, then finally a fourth in the next 10.  Anything else will just be a nice prize on the side.

 

Ah, screwit, this is taking way too long.  I'll go the full 40, try and get one Extra Elevating Shoes, then farm more tickets.

Edited by ignasia7
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Kiefer now wears a pair of extra elevating shoes, and I have 28 tickets left!  Saved, now hunting for my second!


2, 23 tickets left.

3, 20 tickets left...I'm going to just spend the rest, then harvest Tokens at the slots.

 

 

 

Decided to spend some time hunting a few seeds for a bit.  See how effective and fast paced my leveling goes with the shoes...wow, not bad at all, this will be most fruitful and beneficial.  Not VERY fast, but it helps a lot.  I've gotten about 300 exp in just 1 minutes worth of running, that's about 18,000 every hour with the same rate of encounters I'm having...that's just a rough estimate.

 

Oh right, so Gabo is now hitting only the weakest enemies now.  Same pattern as Kiefer, regardless of group position relative to the others.  Seems the switch happens sometime after 30, maybe 33 Wisdom.  It's not definitive proof, but it's pretty solid that Wisdom does indeed impact AI behaviour.

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Ok, decked out...I also get to add a few things to the list of equipment Kiefer can gear up with:

 

Warhammer, Iron Mask, and Full-Plate Armour.

 

Time to farm more seeds of Strength, then carry on.

 

More on Ruff...while Kiefer consistently still attacks (and has for the last 10 levels) the weakest enemy based on defense first, then maximum HP, Ruff is about a 50/50 chance now to target either the left-most group or the weakest group, with the same parameters.  I say defense first because Nutters have higher HP but lower defense than Spike Hairs.  It may also be dodge/evade, as Spiked Hairs seem to have 1/16 evade chance (level 2), while Nutters have no evasion.

Edited by ignasia7
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Ok, so a few tidbits.

 

1) Cap is not 50 for sure, not even 55, for sure.  Range is greater than in DQ6 by 1 each level up.  So it may just be the DQ6 equation +1 or -1, and potentially a 33% chance for each, given ranges on small gains of +2 baseline, and +3 baseline.

 

So I'm now going with DQ6's equation with a hidden +/-1 or 0, 33% each as the stat equation for now, until I have better data.

 

2) Ruff's AI is interesting.  At 35 Wisdom I switched him to a Slime Stick to see if his behaviour would change.  It doesn't.  He attacks 50% weakest, 50% left-most, over extended tests.  HOWEVER, at 35+ (39 now) Wisdom, his behaviour has changed somewhat with the Icicle Dirk.

 

 - If there are Spiked Hairs either to the left or to the right, and there's only 1 per each Spiked Hair group, he will prefer to target Nutter's first, then Mad Moles. Despite being able to 1-shot Spiked Hairs.  The reason for this might be due to the extra property of the trailing damage from the Icicle Dirk, which Spiked Hairs are immune to.  If there's a group of only 1 Nutter, and at least one group of more than 1 Mad Mole, he'll choose either one, sometimes left to right, sometimes weakest, but this is about a 70/30, with more focus on the Nutters.  If there are 2 Nutters, he will always target the Nutters first, regardless of position, or Mad Mole counts, and always by using the Icicle Dirk in battle for its Crackle spell.  I've never seen more than 2 Nutters in a group on this map, so that's all I can speak to that.

 - If there are 2 or more Spiked Hairs in a single group, with the Icicle Dirk equipped, regardless of whether there are Moles present, or the position of the Spiked Hairs group is relative to the Moles, left or right, he will always use Sic 'Em on the Spiked Hairs, so long as they are a single group of 2.  If it's split, and 2 spiked hairs, 2 groups, he'll always (sorry, ALMOST always, as one time he targeted the Spiked Hair on the right) target the Mad Mole.

 - If there are 2 or more Spiked hairs in a group, and 1 nutter, he'll surprisingly target both equally.  If there are 2 Nutters and 2 Spiked hairs, he'll always target the Nutters first, then the Spiked hairs.

 

 

This is fun :P

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Some interesting behaviour I'm noticing.  Within the same enemy party, neither Kiefer nor Ruff attack the weakest link consistently.  It's sometimes they do.  I can't tell if it's just randomly selecting someone in the same group that's been damaged, or not.  Even if they can easily one-shot any target with less HP damage.

 

Interesting...hunting in this one Tablet with Scarewells, Metal Slime Knights, Brawn Moas, Bad Eggs. and Slaying Mantids.

 

So, Gabo/Ruff will always use Sic'Em if there's a group, and use that first, every time.  Regardless of position, and if there are multiple, will always target by defense first.

 

Single targeting, when there are only single creatures for Ruff, or whether there are groups or not for Kiefer, the behaviour is always Defense before Maximum HP.  I think it's even Defense before level...yep, before level as well.

 

Scarewells vs Metal Slime Knights

Scarewell (Lv 20) (HP 120) (Def 70)

Metal Slime Knight (Lv 21) (HP 104) (Def 135)

 

I should also point out that the Scarewell is level 9 and Metal Slime Knight is level 1 (the Tablet / Monster Meadows levels).  Growth is pretty slim, because I do considerably more damage to Scarewells than Metal Slime Knights.

 

So Defense seems to be a bigger factor, and special weapon traits come just prior (not sure about status effects, but trailing damage surely...not sure about undead/dragon yet, but I'll get to that).

Edited by ignasia7
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Ok, I finished farming 61 seeds.  Gave 20, save scummed each to 3, to Kiefer.  Gave another 20, at 3 each to Ruff.  Aetheras is already nearly +60.  I'll save the other seeds for later, and farm more when and if I need it.

 

Time for bed, but I'm going to abuse the Metal Scorpions for their 2100 exp per kill, since I have yet to find an LMS or MKS map.  I did get a really uber map, but the monsters are just too powerful.  I was raped by a super sized pip wielding DQ4's hero equipment, and slamming me left and right with Blade of Ultimate Power.  That was fun!  Somehow I forgot to save, or I reset, possibly due to having a ton of cash on hand, and not wanting to lose it.  So I'll have to return, but it seems like the Nut Knight?

 

Anyway, tomorrow, I promised someone I'd get my FAQ moved a bit further ahead, as she's literally waiting on me being way ahead of her.  So I'm going to get my Zephyr through Alltrades, finish up the missing parts at the start, and then get back to playing Enix for a bit, get through to at least El Ciclo.

 

 

====

 

Need to point out 2 details before heading to bed.  Kiefer's had no seeding of any kind.  Level 44, he saw +6 Resilience.  Level 45, +0.

 

I decided to restore the stats to the original base values for the PSX, which seem to be intact by most estimates.  Only one source suggests different base levels.

 

So...in the original, 44 is a +2, and 45 is a +2.  I really should try to assure I can catch these level ups next time, but while I get the +0, since I've seen other +0's for 2 and 3 base, whether seeds or not, and I'm coming to the conclusion based on Gabo and Kiefer's last level ups that +60 is not the cap, and it's actually higher.  Gabo saw a 0, Kiefer saw a 3, despite both being 60 over base, and the original baseline stat being 3 for both.  This suggests the range equation is actually quite different.  I wonder if it's possible to swing a maximum 999 Resilience stat for Kiefer's 50th level as a result.

Edited by ignasia7
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Interesting.  Ruff's last two levels were +0 and +1 Strength.  Kiefer's were both normal, +3, which is Base and Base-1

 

So...what does this imply?  It implies that I was probably wrong about 0 being a standard for +3, because I can't make it happen when 3 is the base if repeated.  So I'm hitting the cap for one, but not for the other.  +0 is a normal for 1 or 2 however, so there is a potential -1, and the range I'm finding is still in line with the DQ6 equation when tested, so it's looking like the change is slightly different.  So it's most likely my theory on  (Base - INT(Base +1)/3) ~ (Base + INT(Base +2)/3), with an additional -1.  I'm not seeing a +1.  Just a -1 or 0.  I could be wrong though.

 

The other thing it implies is that DQ7 may use the DQ3 cap, or rather, a variant of it, instead of DQ's 4, 5, 6.  Where it's +30/50 for 4/5 and +60/? for 6 (first number being normal stats, second being HP/MP) and always a fixed modifier.  Easily tested, and I've done so, at least with 6, and yes it's always Base+60.

 

This actually makes sense in light of the Hero getting a +0 on a +3 normal, when at +56 over base, at a lower level, while Kiefer is seeing no changes at a clear +60, and why my earlier Hero seeding with Resilience at very low levels net me +0's for a few levels, when that stat was only just shy of +30 at first, then ended up around +22 or so.

 

So now to figure out what the actual cap equation is!  So what oh what can I do to figure this out?  Simple!  I have 21 Seeds of Strength, I know that at level.

 

 

Anyway...

Aetheras level 16 (19 base Res, 45 total, +26) <- +0, 0, 0, 2 until Lv20 base growth 1, 2, 1, 2

                                            (43 base Str, 60 total, +17) <- + 3, 3, 3, 3 until Lv20 base growth 3, 3, 3, 3

Aetheras level 17 (20 base Res, 45 total, +25) <- +0 going to level 18

Aetheras level 18 (22 base Res, 45 total, +23) <- +0 going to level 19

Aetheras level 19 (23 base Res, 45 total, +22) <- +2 going to level 20

Aetheras level 20 (25 base Res, 47 total, +22)

                                            (55 base Str, 72 total, +17)

 

Zephyrus level 16 (19 base Res, 67 total, +48) <- +0

Zephyrus level 17 (20 base Res, 67 total, +47) <- +0

 

I didn't record Aetheras' level when he had base+58 strength and a really low growth for one level to +56, and normal after that...so time to use Maribel.

 

Shoot...I can't, her growth in Strength is too small for awhile.  I'll have to use Ruff instead.

 

Ruff level 34 ( 92 base Str, 147 total, +55) ->+0 going to level 36

Ruff level 35 ( 95 base Str, 147 total, +52) ->+1 going to level 36

Ruff level 36 ( 98 base Str, 148 total, +50) ->+1 going to level 37

Ruff level 37 (101 base Str, 149 total, +48) ->+0 going to level 38

Ruff level 38 (104 base Str, 149 total, +45) ->+4 going to level 39

                                             ->+0 going to level 39

                                             ->+4 going to level 39

Ruff level 39 (107 base Str, 154 total, +47) ->+1 going to level 40

                                             ->+0 going to level 40

                                             ->+1 going to level 40

                                             ->+3 going to level 40

                                             ->+0 going to level 40

Ruff level 40 (110 base Str, 158 total, +48) ->+2 going to level 41

                                             ->+0 going to level 41

                                             ->+1 going to level 41

Ruff level 41 (113 base Str, 161 total, +48) ->+2 going to level 42

                                             ->+1 going to level 42

                                             ->+2 going to level 42

                                             ->+0 going to level 42

                                             ->+2 going to level 42

Ruff Level 42 (116 base Str, 165 total, +49) ->+2 going to level 43

                                             ->+3 going to level 43

                                             ->+3 going to level 43

                                             ->+1 going to level 43

Ruff level 43 (119 base Str, 169 total, +50) ->+2 going to level 44

                                             ->+3 going to level 44

                                             ->+1 going to level 44

Ruff level 44 (122 base Str, 172 total, +50) ->+3 going to level 45

                                             ->+3 going to level 45

                                             ->+1 going to level 45

                                             ->+0 going to level 45

Ruff level 45 (125 base Str, 177 total, +52) ->+4 going to level 46

                                             ->+1 going to level 46

                                             ->+3 going to level 46

                                             ->+0 going to level 46

 

 

V1: no extra seeds

Ruff level 39 (107 base Str, 153 total, +46)

V2: +2 from seeds

Ruff level 39 (107 base Str, 149 total, +42)

V3: +1 from seeds

Ruff level 39 (107 base Str, 154 total, +47)

 

V1: +3 from seeds

Ruff level 40 (110 base Str, 158 total, +48)

V2: +2 from seeds

Ruff level 40 (110 base Str, 156 total, +46)

V3: +1 from seeds

Ruff level 40 (110 base Str, 156 total, +46)

V4: +1 from seeds

Ruff level 40 (110 base Str, 159 total, +49)

V5: +2 from seeds

Ruff level 40 (110 base Str, 156 total, +46)

 

V1: no seeds

Ruff level 41 (113 base Str, 160 total, +47)

V2: +3 from seeds

Ruff level 41 (113 base Str, 161 total, +48)

V3: +1 from seeds

Ruff level 41 (113 base Str, 160 total, +47)

 

V1: no seeds

Ruff level 42 (116 base Str, 163 total, +47)

V2: +3 from seeds
Ruff level 42 (116 base Str, 165 total, +49)

V3: +1 from seeds

Ruff level 42 (116 base Str, 164 total, +48)

V4: +3 from seeds

Ruff level 42 (116 base Str, 161 total, +45)

V5: +2 from seeds

Ruff level 42 (116 base Str, 165 total, +49)

 

V1: no seeds

Ruff level 43 (119 base Str, 167 total, +48)

V2: no seeds

Ruff level 43 (119 base Str, 168 total, +49)

V3: +1

Ruff level 43 (119 base Str, 169 total, +50)

V4: +2

Ruff level 43 (119 base Str, 168 total, +49)

 

V1: no seeds

Ruff level 44 (122 base Str, 171 total, +49)

V2: +1

Ruff level 44 (122 base Str, 173 total, +51)

V3: +2

Ruff level 44 (122 base Str, 172 total, +50)

 

V1: +1

Ruff level 45 (125 base Str, 176 total, +51)

V2: +2

Ruff level 45 (125 base Str, 177 total, +52)

V3: +5

Ruff level 45 (125 base Str, 178 total, +53)

V4: +3

Ruff level 45 (125 base Str, 175 total, +50)

 

V1: +0

Ruff Level 46 (129 base Str, 181 total, +52)

V2: +3

Ruff Level 46 (129 base Str, 181 total, +52)

V3: +1

Ruff Level 46 (129 base Str, 181 total, +52)

V4: +2

Ruff Level 46 (129 base Str, 179 total, +50)
 

 

Ok, so given the above so far...Level 40, +3 base, 1 is the lowest value, let's see what the highest is!

  Testing (+1 from seeds): 1, 3, 2, 0, 3, 3, 1, 3, 2, 3, 3, 3, 3, 3, 3, 3, 1, 1, 0, 3, 3

  Testing (+2 from seeds): 0, 0, 2, 1, 1, 0, 0, 2, <--I'm actually satisfied, don't feel like going further

  Testing (+3 from seeds): 1, 1, 1, 1, 1, 1,

  Should point out that HP has ranged between 8 and 13, with a supposed base of 9.

 

Same deal, for level 41, +3 base growth:

  Testing (+1 from seeds): 1, 1, 1, 0, 2, 0, 1, 2, 0, 2, 1, 2 <-good enough to determine the cap

I should point out my HP growth has been base 9, range 6~13

 

Same deal, for level 42, +3 base growth:

  Testing (+1 from seeds): 2, 3, 3, 3, 2, 3  <-good enough to determine what +1 might mean, next up, +2

  Testing (+2 from seeds): 2, 0, 1, 1, 0, 1, 0, 0, 0, 2 <-I'm satisfied

  HP growth has been base 10, range 8~13

 

Same deal, for level 43, +3 base growth:

  Testing: 2, 3, 2, 3, 3, 3 <<-yeah, I'm satisfied with this result, let's test +1 seeds

  Testing (+1 from seeds): 3, 3, 1, 0, 2, 3, 3, 3, 3, 2, 3, 3  <-I'm satisfied, let's add +1 more

  Testing (+2 from seeds): 1, 0, 0, 0, 1, 0, 1, 0, 1, 2 <-I'm satisfied

  HP growth has been base 9, range 7~12

 

Same deal, for level 44, +3 base growth:

  Testing: 2, 3, 3, 3 <<- I don't have much time this time to do as thorough a test, but this satisfies me

  Testing (+1 from seeds): 3, 0, 3, 3, 3 <<- pressed for time, but I'm satisfied

  Testing (+2 from seeds): 1, 2, 1, 0, 0, 0, <<- that's good enough

  HP growth has been base 9, range 7~13 (one +13...virtually everything else was 8~11, but one +13, and one +7)

 

Same deal, for level 45, +3 base growth:

  Testing (+1 from seeds): 3, 3, 2, 3 ...time for +2 (I don't have time to spend much/long on this)

  Testing (+2 from seeds): 3, 3, 3 ...time for +3

  Testing (+3 from seeds): 0, 1, 1, 2 ...I'm satisfied

  HP growth is base 10, range 0...apparently 0 all the time (my base HP is 350 exactly at 44, which is the norm at 44)

 

Same deal, for level 46, +4 base growth:

  Testing: 4, 4  <<-Eh, I'm going to switch to +1 now

  Testing (+1 from seeds): 3, 3, 4, 3, 3, 4

  Testing (+2 from seeds): 0, 0, 3, 1, 1, 3 <-honestly, while I could go further, I'm satisfied with these results, and it fits certain patterns as displayed above, the cap is 53 over base.

  HP growth is base 4, range 11~18.  This means this is one set of oddball changes to the 3DS where 45s HP growth is really 0, and to make it up, 46's is really 14.

 

 

So far...the Cap going from 38 to 39 is +46 exactly

                 going from 39 to 40 is +48 exactly

                 going from 40 to 41 is +48 exactly

                 going from 41 to 42 is +49 exactly

                 going from 42 to 43 is +50 exactly

                 going from 43 to 44 is +51 exactly

                 going from 44 to 45 is +52 exactly

                 going from 45 to 46 is +53 exactly

                 going from 16 to 17 is +17 or 18

                 going from 19 to 20 is at least +22

                 going from 45 to 46 is => +60 (or potentially 59 given the base is +4 for Kiefer)

 

Given Kiefer's stats, it could be either the cap is based on the base maximum, or is individual per each character.

 

============

 

Fun with Fingers!

 

Fingers seems to have either a 6.25% or 12.5% critical hit chance.  Leaning on the 12.5%

Definitely has evasion level 1 (1.56% or 1/64)

 

Also interesting is noting that Fingers can also "fail" when using a Medicinal Herb.  However, unlike Woodcutter, who fails 50% of the time, it's different.

 

About 20% of the time he'll use a Medicinal Herb that affects nothing...targets no one, and actually truly fails.  20% of the time he'll target himself with one, and 20% of the time for each character, however it's randomly who is targeted.  So unlike say...magic users, item usage doesn't necessarily affect a person who needs healing.  So a person may be targeted that has full HP.  Woodcutter doesn't do this.  Strangely he uses it either on a character who needs it...himself, or nothing, and himself/character is split about 25% each, 50% on nothing.  This over 2 play attempts here, and the same pattern in the PSX.

 

So while Hank will always cast Heal on a character who requires healing, as with Maeve, or Jacqueline, item using NPC's have pathetically stupid AI programs.  However given he actually does use it based on even distributions, he always follows a pattern, so his AI setting must be 1.

 

Good times.  Ok, time to move on and get Zephyrus through to Eustace!  That should be fun.  Shame he's around for such a short period of time.

Edited by ignasia7
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OMG...in testing Zev, and spending a lot of time with him.

 

Ok, I'd say he has AI level 2, or smart AI.  His Buffs consistently, at least for me, target any character that's weaker but getting targeted.  It could be random and I'm just seeing luck, but nearly 200 battles now, and yeah...with him being the only one attacking.

 

Healmore works like it does for Maeve.  2 AI patterns.  One 50% Attack, 33.3% Bang, 16.7% Buff.  The other 100% Healmore.  Seems to be like Maeve as well, 40% or below of Maximum HP.  Could be higher, but I've yet to see it.  Seems to only target the lowest HP character only, unlike Maeve.

 

Critical hit rate seems to be slightly lower than Hank, same as Flower, so about 12.5%, which seems to fit, with about 12~15 per 100 attacks going critical.

 

Hmm...Zev seems to be the best NPC ally in the game.  By far.

 

 

So...um...Critical Hit damage is higher than I thought as well.

 

DQ7 PSX and DQ6 SFC: .95 ~ 1.05 (roughly, that will always net you the exact correct damage given forced integers, the actual numbers are closer to .94895 and 1.05123 or something like that).

 

DQ6 DS: 1~1.16

 

DQ7 3DS (monster): .95~1.05

DQ7 3DS (player): 1~1.32 (could be higher, but so far I've seen 1.32x Attack as the max)

DQ7 3DS (NPC/Summon): 2~2.73 (just now found a 2.7272727272 with Zev dealing 210 critical damage, with a base attack of 77, the highest I've seen yet...prior to this point I had it pinned to 2.62x, so I figured player = 1.32 as the max, and NPC/Summons as double that, so 2.64x as the cap...but WOW, and I have seen quite a few exact 2x damage with other NPCs, like Hanlon)

 

So Critical damage could go higher for both Players and NPC/Summon's...I don't know, maybe 1.5 as the player cap, and 3 as the NPC/Summon cap?  Maybe 2.75 is the NPC cap, and 1.375 is the player cap, and I just haven't seen it yet?

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Ok then...so Zev is now using Buff purely randomly now, while in the boss battles, in the arena gauntlet.  So it was just a luck streak then.  I'll have to take it down to level 1 AI.

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Zev criticals for 73, which is...roughly .95x

Then Jacqueline criticals for 230 (her base is 80), which is a 2.875 multiplier.

 

So, it seems NPC critical hits are .95x ~ 2.875x now.  Wow...what a range.  Holy god, wow.

Edited by ignasia7
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Jacqueline figured out.  Quite easy too.  Had to add in Crack.

 

Changed the enemy list for under alltrades...or Allblades Abbey.  It's changed in this version for one enemy: the hero version of the pip isn't present, but the fighter version is.

 

Stat mod seems to be something like Level*2 - 15, from what I can tell, or it's something like Level + 2^([Level*.1]), both of which so far fit Kiefer and Aetheras.


Another intriguing bit...I was dead wrong about Monsters having a different range modifier.  Both are /8.  Monsters seem to be less prone towards getting around /16, while players seem much more likely to hit highs and lows.  Not sure if that's luck, but it's pretty consistent in my collected data in my solo topic, and in my experience with all three playthroughs.  Then again my experience with Zev and Buff is interesting to say the least.

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Not sure if this is the same in the original, but Magic Barrier has no effect on spells from items.

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Ok, Zephyr through Alltrades.  Time to switch back to Enix, finish up class leveling, then clear out the rest of the side stuff before Al-Balad...then Al-Balad through to Wetlock.

 

First off though, I do want to at least get Enix to Hero at level 13 (hoping 12, but I doubt it).

Edited by ignasia7
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RED = original stat, not in my guide

Black = numbers from this site http://dragon-quest7.game1wiki.com/index.php?%E4%BB%B2%E9%96%93%E3%83%87%E3%83%BC%E3%82%BF

             note these are guesses based on their stat collecting.

BLUE = original stat, present in my guide

 

         HP     MP    STR    AGI    RES    INT    STY
Hero    990    700    400    200    210    330    100

Kiefer  900      0    400    180    700    300    110

                                    220
Maribel 650    800    290    300    170    420    130

                      280
Ruff    760    650    350    350    190    210     80

        780
Mervyn  800    880    370    165    230    500     95

        820
Aishe   860    620    360    210    200    350    150

        870           350                  340

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