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Triple Weapon Effectiveness Multiplier


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Hello!

Recently, I became interested in trying out some PoR hacking.

As you probably know, in most Fire Emblem games, weapons that are effective against certain enemy types have their weapon might tripled, with a few strange exceptions:

  1. FE4, which has a strange method of guaranteeing a critical rather than simply multiplying the weapon's might.
  2. FE7, which just doubles the weapon might, but ONLY in the International version. In Japan, FE7 had the standard triple effectiveness, and some would argue that this change is actually pretty significant.
  3. FE9, which doubles the weapon might in all regions. This is a strange choice, and it seems IS decided against continuing the pattern because FE10 immediately returned to triple effectiveness.

Since I felt that hacking FE7 to change the multiplier improved the experience, I became curious if modding FE9 would have a similar effect. But, apparently, no one had ever tried doing that before. Until now!

Here is the Gecko code to change the multiplier:

3x Weapon Effectiveness Multiplier
041A9084 1C000003

After testing, I'm 99.9% sure that this only affects the weapon effectiveness calculation, but I'm not sure what the ramifications are as far as weapon balance is concerned.

However, I did notice as early as Chapter 4 that certain benchmarks became easier to cross with the new multiplier. For example, Maijin, the boss, has 32 HP and 11 DEF. For a Level 7 Ike with average STR (8/9), Ike does 9/10 x 2 = 18/20 damage to him on a single round.

Spoiler

Before.thumb.png.e978209de51e2fa3e81b250bac3e1045.png


However, with the increased multiplier, Ike now does 15/16 x 2 = 30/32 damage in a single round, taking a rather meh 57—63% damage to a hefty 94% damage or a 2HKO!

Spoiler

After.thumb.png.2feac7eed1ebf0eaa1fdcb3283cd4ef6.png

So, I hope someone finds this and enjoys it!

Edited by PRDX4
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