Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
yes it becomes less effective. same goes for any ability/spell/skill that you can alternate between ST/MT
for instance time based spells like float last less time if you MT them on the group instead of ST-ing on a single character
Actually, in FFIX (unlike, say, FFX), any way to add a status will add it for the same amount of time.
The only reasons not to use a multi-targeting float spell are either because one of your characters has reflect, either because you only want a single guy to be floating (floating characters are more sensible to wind attacks).
For negative status spells, such as Slow or Poison, using multi-targeting will divide by 2 the hit rate. Note that for Bio, the damage is reduced by multi-targeting but the hit rate of the status remains unchanged (20%).
Here is the source code of the spell/ability effects:
https://dl.dropboxusercontent.com/u/98687557/Resources/BtlCalc.cs
You can also see their descriptions in Hades Workshop.
The damage are reduced for the effects using the function "ApplyMultiTargetPenalty" (damage are reduced) or "ApplyMultiTargetAccuracyPenalty" (hit rate is reduced).
Ah, thanks for the info bud
It felt like a weakened spell because the duration is just so damn low but your reflect argument makes sense from a game design standpoint when deciding not to weaken the spell MT.