====================================================== ][ Front Mission: 1st - Dodge Faq ][ ====================================================== by Paul Radley gamefaqs.kjf@gishpuppy.com Version 1.0 February 18, 2009 ======================================================================== LEGAL This document is copyright 2009 by Paul Radley. It is intended for personal use only. This document may not be reproduced, in part or whole, for commercial use or otherwise, without the express written consent of the author. Front Mission, is (c) by Square-Enix. All other products, trademarks, etc. contained here within remain the sole property of those corporations and other lucky bastards who own them (Nintendo, Square-Enix, etc.) ;) ======================================================================== Table of Contents ------------------ 1.0 Version History 2.0 Dodge Summary 3.0 WZR Dodge Tables 3.1 Body 3.2 Left Arms 3.3 Right Arms 3.4 Mobile Weapons 3.5 Shields 4.0 Guard Discussion 5.0 Frequently Asked Questions 6.0 Wanzer Maker Tool 7.0 Credits and Final Word ======================================================================== 1.0 Version History ------------------------------------------------------------------------ v.1.0 - 02/18/09 - First draft written and submitted to GameFaqs. v.0.1 - 04/24/08 - Began researching Dodge and Guard. ======================================================================== 2.0 Dodge Summary ------------------------------------------------------------------------ There are two aspects to the Dodge class in Front Mission: the first relates to the pilot, and the second the Wanzer. Unfortunately, neither the game, nor the accompanying literature, really explain how the dodge class is used. With this minifaq, I will share with you what I have gleaned from my hours with the game. Pilots have four classes for which they earn experience based on the actions taken during battle: melee, short, long, and dodge. Experience earned from an exchange with an enemy combatant is applied to the class relating to the action selected by the player. Attacking with a machine gun levels that pilot's short class; guarding levels the dodge class. As pilots gain experience in a class, they may learn new skills, which can drastically impact that pilot's performance in combat. The dodge class, however, has no such skills associated with it. Instead, a pilot's experience in the dodge class affects the pilot's ability to guard against attack, which will be discussed at some length in section 4. More mysterious, however, is the almost phantom dodge stat of the wanzers. You may have noticed, particularly when doing battle in the arena, that wanzers are also attributed levels in melee, short, long, and dodge. The first three classes are calculated based on the attack power of equipped weapons. (Note that for weapons with multiple attacks - machine guns, missiles, etc. - only the power of one round is used in calculating the class level. Therefore a Siege mg, which hits five times for two damage each, would only raise the short class by two, whereas the Zieger rifle, which hits once for ten damage, would raise the short class by ten.) The dodge stat, however, is based solely on the parts used in assembling the wzr - specifically the body, arms, and any shields equipped. The dodge stat is probably used in determining a wzr's success in dodging an attack, and possibly also the hit success of enemy attacks. Unfortunately, I don't have access to the attack algorithms. If anyone does, I would greatly appreciate the information. The standing assumption is, however, the higher the number, the better. Unless trying to make money in the arena, in which case, the lower the collective stats, the more money a pilot stands to make. ------------------------------------------------------------------------ ======================================================================== 3.0 WZR Dodge Tables ------------------------------------------------------------------------ The dodge stat for a wanzer is displayed in the lower left window when editing the wanzer, along with the wanzer's movement. The information in the window is only updated when changes to the wzr build have been completed, so it is effectively impossible to determine the exact dodge contribution for a given part. The following tables illustrate the relative 'dodginess' of the various parts. I have used the Calm as the base, and assigned relative values to all other parts based on its full suit value of 33, assuming the Clam arms have a zero contribution. Full suit (Body + Left Arm + Right Arm) values are listed in the Body table, when applicable, and are the values displayed in the game. Individual part values are an attempt to extrapolate from the full suit values, noting that there are obvious rounding 'errors'. The table indices correspond to the WANZER SPECS FAQ by Angelo Pineda. 3.1 Body ---------------------------------- Index Name Dodge Full 1 - Calm 33.3 33 2 - Tendus 35.0 38 3 - Zenith 38.0 43 4 - Zora 3A 37.0 40 5 - Pabotte 39.8 46 6 - Galbo 42.8 49 7 - Giza 44.0 52 8 - Husky Mk.III 41.0 47 9 - Vapor 46.0 58 10 - Tempest 39.8 45 11 - Pabotte II 50.0 65 12 - Zigle 6B 43.0 55 13 - Galbo SV 46.0 65 14 - Husky Mk.IV 47.8 69 15 - Vaje 42.0 52 16 - Pheasant 42.0 54 17 - Zigle 11A 46.0 65 18 - Galbo MRX 48.8 74 19 - Gein 52.8 84 20 - Groppe 48.8 74 21 - Crabesant 52.8 84 22 - Genem 56.0 94 23 - Moth VR.5 56.0 94 24 - Bizant 59.0 91 25 - Crabesant 2 55.8 81 26 - Orcus 52.8 71 27 - Stork 58.8 84 28 - Avenir 65.8 97 29 - Zearaid 65.8 97 30 - Frost 78.8 123 31 - Type 90X 96.0 171 32 - Crof 72.0 110 33 - Peregrine 65.8 97 34 - Vonart 78.8 136 35 - Zelt 69.0 117 36 - Zikade 72.0 117 37 - Varsa 85.0 156 38 - Groppe SPV 85.0 156 39 - Stork Mk.IV 78.8 136 40 - Orcus II 72.0 117 41 - Frost HW 88.6 166 42 - Mareraid 85.0 143 43 - Cicada II 97.8 182 44 - Novaraid 88.0 152 45 - S Orcus 91.8 169 46 - Strega 101.5 195 47 - Indos 98.0 195 48 - Arpeggio 97.8 182 49 - Type 65 91.8 162 50 - Wildgoat 104.8 201 51 - Type 90 111.0 - 52 - Prisomare 92.0 156 53 - Zinc 108.0 198 54 - Type 67 91.8 175 55 - Ratmount 111.0 221 56 - Orgel 101.8 198 57 - Blizzaia 117.8 240 58 - Prosion 85.0 143 59 - Zeroa 104.8 201 60 - Type 67C 111.0 208 61 - Flugel 114.8 237 62 - Perzea 105.0 188 63 - Blizzaia 2 130.8 266 64 - Pious 85.0 156 65 - Pegase 143.8 292 66 - Type 103 124.0 221 67 - Type 150 124.0 234 68 - Zeria 130.8 253 69 - Numsekar 139.51 286 70 - Tiran 130.8 227 71 - Vals 150.0 325 72 - Type 105 137.0 273 73 - Korl 143.8 305 74 - Valiant 195.8 383 75 - Eldos 143.8 292 76 - Igel Eins H 155.8 325 77 - Zenith V 150.0 325 78 - Phantom 139.0 292 3.2 Left Arms -------------------------- Index Name Dodge 1 - Calm 0.0 2 - Tendus 1.5 3 - Zenith 2.5 4 - Zora 3A 1.5 5 - Pabotte 3.1 6 - Galbo 3.1 7 - Giza 4.0 8 - Husky Mk.III 3.0 9 - Vapor 6.0 10 - Tempest 2.6 11 - Pabotte II 7.5 12 - Zigle 6B 6.0 13 - Galbo SV 9.5 14 - Pheasant 6.0 15 - Husky Mk.IV 10.6 16 - Vaje 5.0 17 - Zigle 11A 9.5 18 - Galbo MRX 12.6 19 - Gein 15.6 20 - Groppe 12.6 21 - Crabesant 15.6 22 - Genem 19.0 23 - Moth VR.5 19.0 24 - Crabesant 2 12.6 25 - Orcus 9.1 26 - Stork 12.6 27 - Avenir 15.6 28 - Hornet 17.0 29 - Bizant 16.0 30 - Zearaid 15.6 31 - Frost 22.1 32 - Peregrine 15.6 33 - Crof 19.0 34 - Vonart 28.6 35 - Zikade 22.5 36 - Varsa 35.5 37 - Type 90X 37.5 38 - Groppe SPV 35.5 39 - Stork Mk.IV 28.6 40 - Orcus II 22.5 41 - Zelt 24.0 42 - Mareraid 29.0 43 - Spriggan 22.5 44 - Cicada II 41.6 45 - Novaraid 32.0 46 - S Orcus 38.6 47 - Frost HW 38.6 48 - Indos 48.5 49 - Prisomare 32.0 50 - Arpeggio 41.6 51 - Zinc 45.0 52 - Type 65 35.1 53 - Wildgoat 48.1 54 - Type 90 51.5 55 - Strega 46.6 57 - Type 67 41.6 58 - Ratmount 55.0 59 - Orgel 48.1 60 - Blizzaia 61.1 61 - Prosion 29.0 62 - Type 67C 48.5 63 - Flugel 61.1 64 - Zeroa 48.1 65 - Blizzaia 2 66.1 66 - Perzea 41.5 67 - Pegase 74.1 68 - Type 103 48.5 69 - Sphinx 44.0 70 - Type 150 55.0 71 - Zeria 61.1 72 - Pious 35.5 73 - Tiran 48.1 75 - Vampire 60.0 76 - Numsekar 73.0 77 - Vals 87.5 78 - Type 105 68.0 79 - Korl 80.6 80 - Valiant 93.6 81 - Eldos 74.1 82 - Korl II 97.5 83 - Phantom 76.5 84 - Igel Eins H 84.6 85 - Zenith V 87.5 86 - Boggart 82.0 88 - Dragon Fang 55.0 3.3 Right Arms -------------------------- Index Name Dodge 1 - Calm 0.0 2 - Tendus 1.5 3 - Zenith 2.5 4 - Zora 3A 1.5 5 - Pabotte 3.1 6 - Galbo 3.1 7 - Giza 4.0 8 - Husky Mk.III 3.0 9 - Vapor 6.0 10 - Tempest 2.6 11 - Pabotte II 7.5 12 - Zigle 6B 6.0 13 - Galbo SV 9.5 14 - Pheasant 6.0 15 - Husky Mk.IV 10.6 16 - Vaje 5.0 17 - Zigle 11A 9.5 18 - Galbo MRX 12.6 19 - Gein 15.6 20 - Groppe 12.6 21 - Crabesant 15.6 22 - Genem 19.0 23 - Moth VR.5 19.0 24 - Crabesant 2 12.6 25 - Orcus 9.1 26 - Stork 12.6 27 - Avenir 15.6 28 - Hornet 17.0 29 - Bizant 16.0 30 - Zearaid 15.6 31 - Frost 22.1 32 - Peregrine 15.6 33 - Crof 19.0 34 - Vonart 28.6 35 - Zikade 22.5 36 - Varsa 35.5 37 - Type 90X 37.5 38 - Groppe SPV 35.5 39 - Stork Mk.IV 28.6 40 - Orcus II 22.5 41 - Zelt 24.0 42 - Mareraid 29.0 43 - Spriggan 22.5 44 - Cicada II 41.6 45 - Novaraid 32.0 46 - S Orcus 38.6 47 - Frost HW 38.6 48 - Indos 48.5 49 - Prisomare 32.0 50 - Arpeggio 41.6 51 - Zinc 45.0 52 - Type 65 35.1 53 - Wildgoat 48.1 55 - Strega 46.6 56 - Bizant II 70.5 57 - Type 67 41.6 58 - Ratmount 55.0 59 - Orgel 48.1 60 - Blizzaia 61.1 61 - Prosion 29.0 62 - Type 67C 48.5 63 - Flugel 61.1 64 - Zeroa 48.1 65 - Blizzaia 2 66.1 66 - Perzea 41.5 67 - Pegase 74.1 68 - Type 103 48.5 69 - Sphinx 44.0 70 - Type 150 55.0 71 - Zeria 61.1 72 - Pious 35.5 73 - Tiran 48.1 74 - Dasler Claw II 71.0 75 - Vampire 60.0 76 - Numsekar 73.0 77 - Vals 87.5 78 - Type 105 68.0 79 - Korl 80.6 80 - Valiant 93.6 81 - Eldos 74.1 83 - Phantom 76.5 84 - Igel Eins H 84.6 85 - Zenith V 87.5 86 - Boggart 82.0 87 - Dasler Claw 107.0 88 - Dragon Fang 55.0 3.4 Mobile Weapons ------------------------------- Index Name Dodge 101 - Prototype Clinton 200 102 - Clinton Type 265 103 - K.O.N.G. 516 104 - Gloster 140 105 - Seaking 580 106 - Algem 314 107 - Banyan 472 108 - Gavel 778 109 - Innova 600 110 - Gigas 603 111 - T.C.K. Assault 238 112 - Buren 638 3.5 Shields ------------------------------------------------------------------------ Shields add approximately one half of their armor rating to the wzr's dodge level. Equipping two shields has an additive effect, as well as an apparent bonus, in some cases, which can probably be attributed to rounding. ------------------------------- Name Dodge(x1) Dodge(x2) WS-2 2 4 WS-20 5 10 WS-14 6 13 WS-2B 9 18 Firewall 12 24 WS-14B 15 29 ------------------------------------------------------------------------ ======================================================================== 4.0 Guard Discussion ------------------------------------------------------------------------ Guarding (including shield use, which adds the defense rating of the shield) allows you to block (negate) an amount of damage equal to your guard rating. When your pilot guards, damage that is blocked (the running total is less than or equal to your guard rating) "bounces" off the wanzer, and the number is animated as such. Once the damage of an attack surpasses the threshold, damage begins to accrue normally. Usually the first impact that actually penetrates your guard will be for a small amount relative to subsequent hits. From a defensive standpoint, it is always beneficial to guard, which will block at least that much damage should it hit. Guarding in this game does not appear to negate your ability to dodge. However, a wzr cannot guard if both arms have been destroyed. There is no penalty if one arm has been destroyed (other than the loss an equipped shield). The guard 'stat' in question (the number of points of damage you can deflect while guarding) is independent of the wanzer and appears to be solely dependent on the pilot's experience in the dodge class. The base guard stat for a pilot is 5. The guard stat increases by one point for approximately every 100 points of experience earned in the dodge class. Note that the base level for the dodge class is 9 (zero experience) and the max level is 48 (~9984 experience). Therefore a pilot can advance 39 levels in a class, increasing in class level for approximately every 256 points of experience in that class. So, for every level of dodge, a pilot's guard should increase by about 2.5 points. There appears to be some rounding or bonuses that get worked into the final calculation though, because based on the 100 point interval, the maximum expected guard stat would be 105, and I had Royd guarding for 108 at max dodge level (which implies a max guard of 135(!) when using a WS-14B shield). But there is a caveat: A pilot's guard stat appears to be recalculated only at the beginning of the mission. So if a pilot has 99 exp in dodge at the beginning of a mission, that pilot will guard for 5 points for the remainder of the mission. Any dodge experience gains made during that mission will not become effective until the following mission. Over the course of the game, a natural disparity will develop in your pilots' ability to guard. Exclusive long pilots, who aren't attacked very often, will have low dodge levels, and therefore low guard stats. Whereas front line attackers that mix it up frequently will have higher stats. So, it might be worthwhile to purposely level their dodge/guard - though if you can keep them out of the line of fire, it doesn't matter what their defense is. Note that if you replay on higher difficulties (x10), a high dodge level, and therefore high guard stat, is essential. ------------------------------------------------------------------------ ======================================================================== 5.0 Frequently Asked Questions ------------------------------------------------------------------------ Below are some questions that I have asked, and have seen posted on the message board at GameFaqs. If you have any questions that aren't answered here, know some answers that aren't written here, or have any other constructive advice that can be corroborated, please feel free to email me at gamefaqs.kjf@gishpuppy.com ____ Q: Is there a benefit for equipping two shields? A: Yes. Each shield contributes to a wzr's dodge rating, plus, having two shields seems to often add a small bonus (roundoff?). ____ Q: What are the attack/dodge/damage formulae? A: I don't know. But if you can extract such algorithms from the ROM, I would be very interested in knowing what they are. ------------------------------------------------------------------------ ======================================================================== 6.0 Wanzer Maker Tool ------------------------------------------------------------------------ I started playing the Front Mission series when FM3 was released in the United States. While wonderfully entertaining, I found the shop and wzr creation interface to be less than useful when trying to assemble my forces for optimum performance, especially considering the upgrade feature. So, I crafted an Excel spreadsheet to aid me in my cause. With each subsequent North American FM release, I have made another spreadsheet (okay, there's only been two other games, it's not that big of a deal), this game being no exception. I'm not a great Visual Basic programmer, but the spreadsheet has some automation, as well as a complete database of parts and equipments, with all available stats. If you are interested, I make them available for your use at: http://www.paulradley.com/fm.html Email me with any feedback you might have. Note that in order to use the spreadsheets, you will have to enable macros. If you are concerned about the possibility of VB viruses, scan the files first. The databases can be viewed without enabling macros. ------------------------------------------------------------------------ ======================================================================== 7.0 Credits and Final Word ------------------------------------------------------------------------ This faq is authorized for hosting on Gamefaqs.com and 1up.com If you'd like to host it on your site, drop me an email and I'll most likely let you. Thanks to Angelo Pineda(rpger77@yahoo.ca), whose Wanzer Specs Faq was instrumental in my development of this faq and my spreadsheet. Special thanks to my wife Julia for putting up with my addic...er, lifestyle. At least, since this FM game is on the DS, you didn't have to watch it... Thanks to Square-Enix for bringing the Front Mission series to the states. Special thanks to those participating in the effort to translate Front Mission 5 for those of us who can't read kanji. Thanks to Gamefaqs for being a quality resource and hosting my faqs. Thanks to you for reading this. I hope you find it useful.