7th Dragon - Yes, The Rainbow Is A Dragon

Put your Let's Plays in here.
Oh boy, it's that fucker.

Gotta say though, that's some buildup, wonder how well he'll live up to it in this game.

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Hey it's been a while. I don't have an update ready yet, as I've been busy with quite a few things and it might not calm down anytime soon. However one thing I was busy with is relevant to this game and it's been something I've really been trying to look into for a long while.

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I was finally able to give a butterfly a machine gun.

Which is really to say I finally located the damn AI files for enemies and locating these damn things sure wasn't easy!

Unlike in Etrian Odyssey where everything has clearly defined directories and sorts everything into neat little files, 7th Dragon DS... does no such thing.

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That's the entirety of the extracted game data, stuffed into a bunch of bigass random files, so finding what you want is like searching for a needle in a haystack unless you know exactly what you're looking for. (The AI files were located in btldata.bvb)

Anyways this isn't going to be a formal update on the subject, as I'm still looking into how it works, but I've pinned down a lot of the important stuff, enough of it to share right now.

7th Dragon's AI files are coded as data tables. Yeah for those of you familiar with Etrian Odyssey 1's inner workings, it's nearly the same format. The exact bits of coding are different but the design principles are almost the same. Each AI has 2 data tables that handles how an enemy should behave.

The first data table defines a bunch of conditions in a list. The moment one of them is true, the game is told to hop to a specific routine in that AI.

The second data table defines the routines, such as what actions the enemy should take, and the chance of them taking that action. Each routine can contain 5 functions, and each function follows this format:
Action ID, Param 1, Param 2, Target type, ???, Probability to activate function.
Action ID is the type of action the enemy should be doing. Which are as follows:
0: Do nothing. Display message: "[Enemy] seems addlepated..." Due to how the AI handler reads the data, this is not actually accessible normally, and must be accessed by reading an invalid action ID. (Values of 0 are ignored and trying to make the handler read this Action ID simply causes it to skip to the next possible routine.)
1: Use a basic attack.
2: Use a skill. Param 1 defines skill ID, Param 2 defines skill level.
3: Escape.
4: Guard.
5: Invalid ID. Typically used to access switch case 0.
6: Do nothing. Display no message.
7-9: Summon help? (Doesn't seem to be functional...) Notably this uses the text "[Enemy] shouted for help!" but this text is never used in-game.
10: Call for help. Param 1 defines enemy ID, Param 2 defines number of that enemy to summon
11: Call for help. Can summon 2 different enemies. Param 1 defines enemy ID 1, Param 2 defines enemy ID 2
Any Invalid ID: Default to case 0.
0: Do nothing. Display message: "[Enemy] seems addlepated..." Due to how the AI handler reads the data, this is not actually accessible normally, and must be accessed by reading an invalid action ID. (Values of 0 are ignored and trying to make the handler read this Action ID simply causes it to skip to the next possible routine.)
5: Invalid ID. Typically used to access switch case 0.
:psyduck: That's certainly a way of getting around that limitation but okay.

If there are no valid functions in the AI that can be followed, then the enemy will simply do nothing and display that message.

And yes, for those of you familiar with EO1's infamous AI bugs, the same thing can theoretically happen here where the wrong action ID defined can cause an enemy to use a basic attack instead of a skill, or worse, skip their turn entirely. I say theoretically, because as far as I know 7th Dragon's enemy programmers were more careful to avoid that sort of behavior happening in this game, and so far I haven't seen a single enemy that suffers from that same bug that EO1 enemies do.

As for examples of enemy AI;
Rabi wrote:Conditions:
-If HP is at or below 50%, jump to routine 1.

Routine 0:
Use a basic attack (Default targeting).
Routine 1:
-60% chance to use a basic attack (Default targeting).
-20% chance to cast Sand Kick (Default targeting).
-20% chance to escape.
Nutshell wrote:Conditions:
-If HP is at or below 70%, jump to routine 1.

Routine 0:
-60% chance to use a basic attack (Default targeting).
-10% chance to guard.
-30% chance to cast Nutball (Default targeting).
Routine 1:
-50% chance to use a basic attack (Default targeting).
-25% chance to guard.
-25% chance to cast Nutball (Default targeting).
Routine 0 is the default routine followed if no conditions defined are true. Though the game can forcibly tell the AI to jump to that routine if necessary, which some enemies do.
Bloom Seed wrote: Routine 0:
-15% chance to use a basic attack (Default targeting).
-85% chance to escape.
Not all enemies have conditions defined, and are rather simplistic. Bloom Seeds for example can rarely do attacks but 85% of the time they'll just run, so just kill them straight away if possible.

As for some of the bigger enemies...
Invisible wrote:Conditions:
-If self cast Chandelle last turn, jump to routine 2.
-If the turn count is divisible by 2, jump to routine 1.

Routine 0:
-50% chance to cast Shock Bolt (Default targeting).
-50% chance to cast Bolt Wing (Default targeting).
Routine 1:
-75% chance to cast Chandelle (Default targeting).
-25% chance to cast Bolt Wing (Default targeting).
Routine 2:
-Cast Wind Cutter (Targets the front row).
Invisible has a rather simple AI, but the fight itself doesn't need much as it has a simple tactic of forcing your rows to swap, and sniping your front row with a hard hitting physical.

Earthshaker itself is a bit more complex:
Earthshaker wrote:Conditions:
-If HP is at or below 10%, jump to routine 1.
-If HP is at or below 35%, jump to routine 4.
-If self cast Soul Press last turn, jump to routine 3.
-If self cast Mow Down last turn, jump to routine 2.

Routine 0:
-50% chance to cast Grand Crush (Default targeting).
-15% chance to cast Soul Press (Default targeting).
-35% chance to cast Mow Down (Default targeting).
Routine 1:
-50% chance to cast Tail Guard (Default targeting).
-50% chance to cast Soul Press (Default targeting).
Routine 2:
-25% chance to cast Soul Press (Default targeting).
-25% chance to cast Tail Guard (Default targeting).
-50% chance to cast Grand Crush (Default targeting).
Routine 3:
-Cast Mow Down (Default targeting).
Routine 4:
-25% chance to cast Grand Crush (Default targeting).
-50% chance to cast Soul Press (Default targeting).
-25% chance to cast Mow Down (Default targeting).
Yeah so that challenge video where it spammed Tail Guard constantly? Turns out that was because it was at low HP. Also turns out until that point, you can basically avoid Tail Guard if you never attack after a Mow Down turn. And between 10% and 35% HP it can't cast Tail Guard at all.

Its AI does not change with how many body parts you take out, however it does change if you accept Jake's help. But as 7th Dragon doesn't use flags to determine AI, what it instead does is...
Earthshaker wrote:Conditions:
-If HP is at or below 10%, jump to routine 1.
-If HP is at or below 35%, jump to routine 4.
-If self cast Soul Press last turn, jump to routine 3.
-If self cast Mow Down last turn, jump to routine 2.

Routine 0:
-50% chance to cast Grand Crush (Default targeting).
-15% chance to cast Soul Press (Default targeting).
-35% chance to cast Mow Down (Default targeting).
Routine 1:
-50% chance to cast Tail Guard (Default targeting).
-50% chance to cast Soul Press (Default targeting).
Routine 2:
-25% chance to cast Soul Press (Default targeting).
-25% chance to cast Tail Guard (Default targeting).
-25% chance to cast Grand Crush (Default targeting).
-25% chance to cast Distracted (Default targeting).
Routine 3:
-75% chance to cast Mow Down (Default targeting).
-25% chance to cast Distracted (Default targeting).
Routine 4:
-25% chance to cast Grand Crush (Default targeting).
-50% chance to cast Soul Press (Default targeting).
-25% chance to cast Mow Down (Default targeting).
Replacing the entire AI file with a nearly identical file with some routines slightly changed. There are only 2 points where Earthshaker can get distracted and once it falls below 35% HP, it can no longer get distracted.
Beetle wrote: Conditions:
-Undefined. Jump to routine 1.

Routine 0:
-50% chance to use a basic attack.
Now here's a weird one for you. You remember those Beetle enemies way back in the beginning of the game that can only use regular attacks? Well this file seemed to indicate something more was planned for them, but got hastily cut out. In practice all it can do is use regular attacks. The fact that it only has 1 function means it will do it every time, despite the "50% chance" which is functionally useless. Which would explain why those enemies were bizarrely lacking in skills.

Now for one final bit of weirdness. Every enemy actually has a duplicate of their AI in the files right next to the original one. There's actually a very bizarre reason for this. See, that function that lets enemies attack twice in 1 turn? It's used for this. The first action reads from the first AI file, and the 2nd action within that turn reads from the 2nd AI file. You can actually hack the hard coding to allow enemies to act 3 or more times in 1 turn, but anything past 2 actions will have the enemy do nothing because there's no "3rd brain" to read. This function is actually used for 1 enemy in the game as its gimmick, as the 2nd file for that enemy is not actually a duplicate of the first, but for whatever reason all other enemies just have copies of their brains in the game data that go completely unused. Yeah. :psyduck:

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Been a while hasn't it? We go deal with a sidequest that's been put on hold for a while.

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Incidentally there are only 3 main plot dungeons left. We can beeline right to the ending right now. However, there are at least 9 side dungeons left, and that's not including some of the side quests, so I'll space out the plot dungeons accordingly between side stuff.

Also on an unrelated note. Remember this sidequest from the prologue, all the way back in update 5?

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Yeah as it turns out you uh, don't actually want to pick the flower! This actually affects something later on, though it's not a major thing. What gives a hint to doing this properly? Hell if I know! I can still show off the proper set of events later once this becomes relevant, as I do have full access to the game's innards at this point.

Ah yes, improperly coded reinforcement spammers.

So, why couldn't our intrepid quest giver/treasure hunter get those herbs himself if he knew where those herbs were?

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RandomKesaranPasaran wrote:
Sat Apr 23, 2022 8:24 am
Ah yes, improperly coded reinforcement spammers.

So, why couldn't our intrepid quest giver/treasure hunter get those herbs himself if he knew where those herbs were?
Good question. As for before then, he likely had no use for the herbs. During the quest, he probably just wanted to stay by Ren's side.

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We initiate a long overdue break out.

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Since the arrival event changed the world state again, the NPC dialogue sections are gonna be a bit meaty for a bit since everyone has something new to say.

idk having Nila burn down the inn still seems like a good idea at this point, who knows what that guy was doing keeping a dragon egg there.

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Game Mechanics: Battle Actions

This update will go over the actions you can use in battle, as well as all of the items you can use in the game.

All actions listed here, unless stated otherwise, have a speed factor of 100.

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Attack

Deals a basic attack to one enemy. The attack does 100% damage, which is generally considered the baseline damage that all attacking skills are compared to. Most attacks in this game, including this one, have a base accuracy of 100%. The ones that do not, bypass the accuracy check and are guaranteed to hit in most cases. Accuracy is only affected by SPD, Blind, and the use of EX, so no skill comes with higher or lower base accuracy. That being said, if the damage output of an attack is calculated as dealing less than 10% of the user’s ATK stat, it will have a 25% chance to miss. This even affects attacks that bypass the accuracy check. Anything that doesn’t use the ATK stat however, such as spells or the Princess’s Punishment skill, will never go through this check.

Basic attacks, and only basic attacks, also have a chance to deal a critical hit. No skill in the entire game can deal a critical hit. Player units have a 5% chance to deal a critical hit, while enemy units have a 3% chance. Players can increase this chance through the use of the Healer’s Microanatomy or Macroanatomy passives, which increases the critical hit rate up to 18% on small or large enemies, respectively. Though some enemies in the game count as neither, and won’t allow for that as a result. When a critical hit occurs, the target’s DEF stat is multiplied by 2/3 for that attack.

Most skills in the game generally have a speed factor that’s lower than 100, so if you want to get a quick hit in, you could use a regular attack for that purpose, I suppose.

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Guard

Sacrifices the user’s turn to give them increased defenses for that turn. The effects of Guarding are as follows:
  • ATK-based attacks will have their damage multiplied by 0.5.
  • INT-based attacks will have their damage multiplied by 0.7.
  • Ailments will have their infliction rates multiplied by 0.9.
The actual effects of Guarding are instantaneous and take place at the start of the turn. Though oddly enough, the message that the unit is guarding has a speed factor of 100 and takes place accordingly. So doing something to “disrupt” the “X is guarding.” message does not actually disrupt the actual guard effect.

Generally, use guard if you have nothing else you want that party member to do, it’s a bad idea for them to attack that turn, or if their survival is more important than whatever other action they could be doing that turn.

Guarding also has its effects enhanced by EX, but for more details on that, read the section in EX on guarding.

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Skill

Allows for the usage of a skill. However, Exhaust Skills cannot be used without having EX active. This action can’t be selected at all if the party member is inflicted with Skill Seal. The properties of a skill heavily varies from skill to skill. For more information on a class’s skills, read the respective Class Showcase.

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Item

Lets a party member use an item. All consumable items are usable in battle, though some can’t be used on the field. This action can always be selected unless you have no consumable items whatsoever. As such, the only other way a party member can’t use this action is if they cannot act period, through being inflicted with ailments such as Sleep, Confusion, etc. locking them out of a turn. For more information on items, read the item update. Remember that all items have a speed factor of 100, so if you’re trying to save, it may actually be better to throw out an item instead.

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Front/Back

Moves the user to the row they are not currently in. Front moves them to the front row, and back moves the user to the back row.

Might as well talk about row mechanics while I’m here. The back row is generally less likely to be targeted by enemies than the front row, so it’s an overall safer place to be. Not only that, but when enemies attack a party member in the back row with an ATK-based melee attack, the damage output from the attack will be halved. This even stacks multiplicatively with Guarding. However, it’s not all sunshine and rainbows, as if a party member from the back row uses a melee attack on an enemy, their damage output will be halved as well. So you can’t just stick everyone there for safety. Only party members who aren’t penalized by being in the back row should ever be placed there.

Most weapon types in the game are also considered melee attacks. The sole exception to this is the Bow, which is the only weapon that fires off ranged attacks. So it avoids the back row penalty as well as avoiding triggering counterattacks that activate on melee hits.

Whips are technically another exception but they’re pretty... weird. Attacks from a Whip and all attacking skills associated with Whips completely ignore the back row penalty, allowing them to deal full damage to an enemy no matter what. However, they’re still flagged as melee attacks. What this means is that despite essentially ignoring the biggest downside of being in the back row, they’ll still trigger counterattacks that activate from melee hits. Yeah. On the plus side, they don’t trigger counterattacks that activates from ranged ATK-based attacks! Absolutely no enemy in the game has access to such a skill by the way. Yet another one of 7th Dragon’s oddities, I suppose.

If everyone in the front row goes down during battle, the back row moves to the front row at the end of the turn. However, 7th Dragon memorizes your row setup during battle, so if a knocked out party member in the front row gets revived, all of the back row party members that were forcibly moved to the front, living or dead, will return to the back row. Mind you, this only occurs for the battle that the front row goes down in. 7th Dragon forgets about your row position after that, and reviving the front row afterwards won’t apply this convenience.

There’s also an odd quirk with row targeting skills that should be kept in mind for some cases too. Skills that target the front row or the back row, can only target those rows. If an enemy tries to attack your back row, but you don’t have a back row, the attack won’t be redirected towards your front row.

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Instead, it’ll just vanish into thin air. Weird but you can actually make one enemy in the entire game safer to fight by just moving your backliners to the front row for those fights. This also means that the Front/Back action can actually be used as a makeshift, roundabout dodge move in some very rare cases. Front row attacks can also be avoided in this manner by having everyone move to the back row for that turn.

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But doing this will drag the entire party to the front row at the end of the turn, so be very mindful of doing this.

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EX

Enhances an action. The exact effects depend on the action being used. Each party member starts out with 3 uses of EX. EX does not replenish on its own and only 2 methods work for restoring EX. Using a Dragon Egg, which only restores 1 point of EX to one party member. Or resting at an inn, which fully restores EX for all party members that rested. Healing springs don’t work for this, and party members that were stuck at the guild won’t benefit from an inn rest.

As for the benefits of using EX, the possible effects are as follows:
  • Allows for the usage of Exhaust Skills.
  • Any action with a priority level of 3 (which are most actions in the game) will be raised to a priority level of 2. Actions that have a priority level of 1 or 4 are completely unaffected.
  • Damaging attacks have their damage output multiplied by 1.5. This takes place after damage randomization.
  • Negates the 25% chance for an ATK-based attack to miss due to the damage output on the enemy being calculated as less than 10% of the user’s ATK stat.
  • Accuracy for skills that have accuracy checks is multiplied by 2.
  • Guarding’s effects are enhanced in the following ways:
    • ATK-based attacks will have their damage multiplied by 0.25 instead of 0.5.
    • INT-based attacks will have their damage multiplied by 0.35 instead of 0.7.
    • Ailments will have their infliction rates multiplied by 0.8 instead of 0.9.
  • LIFE restoration skills have their healing multiplied by 1.2.
  • MANA restoration skills, items that restore LIFE, and items that restore MANA, all have their restoration multiplied by 2.
  • Infliction attempts will do a second roll if the first one failed. This means that say, a skill with a 60% infliction rate, effectively has an 84% chance to land when used with EX, since only 1 of 2 of those 60% rolls needs to succeed for the ailment to be applied to the enemy.
  • Escape rates are multiplied by 2. This stacks with the 2x multiplier from the Rogue’s Ready To Run skill, resulting in a 4x multiplier at most.
So there’s quite a lot this can do, and proper usage of EX can really make fights go in your favor, or guarantee some form of safety if something goes wrong. Keep in mind it doesn’t affect everything equally, and generally buffing skills don’t really benefit from this unless you really want that priority.

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Escape

Allows for a chance to escape from battle. Once the turn starts, all escaping units (this includes enemies as well), are flagged as escapees, meaning that any damage they take for that turn will be multiplied by 1.3, and lasts until the unit succeeds at escaping, or the turn ends, whichever occurs first. If the Rogue’s Ready To Run skill is active, the escape penalty multiplier is nullified for party members. This makes Escaping kind of dangerous as you’re very much banking on making it out of the battle. And if not, you’ll take extra damage for your troubles.

There are a few steps the game takes to see if an escape attempt will be successful or not.

First, the game checks to see if at least 1 living enemy in the battle has the "Disables Escape" attribute. If so, escape attempts will always fail until no enemies remain in the battle that disables escape. After which, escape attempts can succeed again. Failed escape attempts from this reason do not count towards increasing the number of failed escape attempts for that party member.

Next, the game checks to see if the battle started out as a Preemptive Attack and the turn being escaped on is the first turn. If so, escape attempts on that turn will always succeed.

Then the game checks to see if anyone had 4 or more failed escape attempts. If so, that party member’s next escape attempt will automatically succeed.

If none of these conditions are true, then the game calculates the escape rate for the escaping party member. The escape rate formula is as follows:

Escape Rate = [((Failed Escape Attempts * 10) + 30) * (Character Level + Character SPD)] / (Enemies' average Level + Enemies' average SPD)

Failed Escape Attempts only increases after the formula finishes running calculations, so it starts off at 0. The failed escape attempts is also only counted per party member, not for the entire party. So everyone failing to escape on turn 1 would only count as 1 failed escape attempt for each of them. The rest of the stats should be self-explanatory. This counter will not increase if the cause of the failed escape attempt was due to an enemy having the “Disables Escape” attribute.

Then, the game checks to see if EX is active. And if that’s the case, the Escape Rate is multiplied by 2.

If the Rogue’s Ready To Run skill is active, multiply Escape Rate by 2. This can stack with EX to multiply the Escape Rate by 4.

Escape rate is then capped between 20% and 100% inclusive.

What this formula means is that on average, the escape rate will start out at around 30% if the party member is on par with the enemies in the area. (In this case, if a party of 4 attempts to escape, that results in about a 76% chance to successfully escape on the first attempts.) Each failed escape attempt increases the escape rate further and further. Mathematically it works out like this:
  • Your second escape attempt is about 1.33x more likely to succeed than your first attempt. (With a 30% base, it would be 40% in this case.)
  • Your third escape attempt is about 1.67x more likely to succeed than your first attempt. (With a 30% base, it would be 50% in this case.)
    • It is 1.25x more likely to succeed compared to your second attempt.
  • Your fourth escape attempt is 2x more likely to succeed than your first attempt. (With a 30% base, it would be 60% in this case.)
    • It is 1.5x more likely to succeed compared to your second attempt.
    • It is 1.2x more likely to succeed compared to your third attempt.
So trying to escape more will make it more and more likely to get away, and you can only fail 4 escape attempts per party member at most before the game forces the 5th one onwards to succeed.

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We explore part of a dungeon that we couldn't before, and make a very nice upgrade to our air ride.

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Oh and something I should put in earlier updates.

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Remember this seller in Kazan? I've discovered how he actually works, and it's as follows.

He rolls for a random number out of 101 to determine what item you get. (This is because despite rolling for a number out of 100, it actually accepts both 0 and 100 as valid inputs, resulting in 101 different results instead of the intended 100. This seems to be a very common mistake I've seen in a lot of RNG related stuff in various video games across this era. Some even do X out of 99 instead of the intended X out of 100.)

You have an 11 out of 101 chance of getting an item that's guaranteed to be more expensive than his asking price. A 30 out of 101 chance of getting an item equal to or saving a bit of money. And a 60 out of 101 chance of losing some money compared to just going and buying the item.

He updates his stock each time the world state changes. (Note that you can't buy anything from him during the prologue.)
100 G (After liberating Kazan):

Bandage (150 G): 11/101 chance
Paro Medicine (500 G): 30/101 chance
Poisonol (80 G): 60/101 chance

300 G (After defeating Eclipse):

Stonol (400 G): 11/101 chance
Ronam Flute (300 G): 30/101 chance
Flame Scroll (250 G): 60/101 chance

500 G (After defeating Flame Eater 1):

Somanel (600 G): 11/101 chance
Sapphio (500 G): 30/101 chance
Stonol (400 G): 60/101 chance

700 G (Niara's Arrival):

Volcano Scroll (800 G): 11/101 chance
Heat Regulator (750 G): 30/101 chance
Somanel (600 G): 60/101 chance
After you liberate Kazan is where he has the best deals, as he has a decent chance of giving out Paro Medicine, which is both very expensive at that point and isn't available for purchase normally until you reach Aizhen.

Sure, just blow up an anti-dragon robot tank to make your airship go fast. Just normal 7th Dragon things.

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Araxxor wrote:
Tue Jun 01, 2021 2:42 pm
As for the "almost", well there's actually one thing in the formula that can influence the target's SPD but I have no idea what it is. Like I just said, ailments have absolutely no effect. Buffs and debuffs already apply their effects to the stats before it even gets used in the formulas. So for now I'm chalking it up to "unused unless something surprises me later."
Turns out it is used. In a sense of the word. As it turns out, 7th Dragon actually has evasion buffs. More specifically it has only literally 1 in the entire game, which only 1 enemy uses.

The issue is due to how evasion buffs work, as it's a multiplier applied to the target's SPD stat only during accuracy calculations, they only affect accuracy and no other aspect of SPD, which means they're completely obsoleted by SPD buffs.
Arrow accuracy = Arrows Fired * -3 + 100
If Arrow accuracy is below 50, set it to 50.
If user is not using a Bow or is an enemy, Arrow accuracy = 100.
Accuracy = (Arrow accuracy * (Attacker Level + Attacker SPD + 300)) / (Target Level + (Target SPD * Evasion Boost) + 300)
Not only that, the other issue with evasion buffs is that due to the 300 constant (400 in the case of spells), the effects of any evasion boosts are heavily nerfed as they only affect this portion of the accuracy formula and not the final accuracy given.

To illustrate this issue, the only evasion buff in the game is a 130% multiplier. Assuming the attacker and defender were on even footing with matching stats (Said enemy is level 49 with 55 SPD), instead of being a 30% evasion increase, it would be lowered down to... less than 4% in quite a few cases. Just above 3% evasion in the case of Mage spells.

Considering how there's only 1 evasion buff in the game, my guess is that most likely they realized how useless evasion buffs were in the final formula they decided on, and just converted them all to SPD buffs so they would actually do something. But they missed a spot here.

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You know what this game was missing? Ice sliding puzzles! This dungeon can actually be fairly irritating to go through if you don't have a detailed map on hand. Which the game does not provide. It can also get pretty irritating to scout out and memorize just what you should be doing as well. Fortunately I've gone through the trouble of making said maps for you in the update. Having these on hand made my trip through this in the update far less annoying than it normally was in my initial playthrough.

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Ice sliding puzzles with dragons in the way, how... generous? At least they seem to be on the wimpy side of things.

Textbox/UI issues are a massive pain and I can't fault the lack of interest in fixing that particular error in the slightest.

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Oh no, it seems this cave has a bit of a ghost problem! We'll have to deal with that.

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At long last, there's an important party vote in this update!

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Tonight, someone dies! Isn't that just so exciting?

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Oh of course Sacrifice was in this game too and of course it was an EX skill here and it's just as baffling.

Anyways, Stella, Nila, and Dia.

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Votes so far:

Stella: 3
Ark: 3
Dia: 3
Edward: 2
Nila: 1
Haru: 0
Buront: 0

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Voting is closed! Final results:

Stella: 7
Dia: 6
Ark: 5
Edward: 4

Nila: 2
Haru: 0
Buront: 0

This is certainly an interesting party to work with. If things go right, the results should hopefully be very explosive. For the enemy I mean, not Ark.

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It's finally time to investigate Tokyon and hopefully find a solution to deal with Haze and Niara.

Incidentally I realized there was a bit of a mistanslation I missed in update 39.
Image This is what makes our traditions worthwhile. You're certainly crafty.
This line is actually supposed to be:
Image Now I know why we're having trouble with this planet. You were involved.
I bring this up now because as it turns out, Emille has a line that related to this, but got mistranslated into a bit of a non-sequitur, and inconsistent with later games.
Image... Has anyone in this age ever heard the word "gobstopper"? It was a measure against the voracious Dragons; thus, the name.
It's actually supposed to be:
Image Do you remember why Niara said "he was having trouble with this planet?" This planet survived several dragon invasions in the past, hence his statement.
I've already corrected the various lines involved in that update.

Really understanding why 2020's EX Skills were as busted as they were after this. On the bright side, time cat.

Also of course there's an early game sidequest that requires you to beat up an endgame enemy, why wouldn't there be.

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Time for a lesson in the intricacies of royalty and how they should act.

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