Wednesday, December 12, 2012

Blood Bowl Manager

Blood Bowl Manager is an interesting stand alone program Sceadeau linked me to which basically works as a log parser for online Blood Bowl games. It then spits out a bunch of interesting stats and saves all the information online. If you're really into things you can even download logs for other people's games and replay them in the client. That's not really something I've been terribly interested in doing thus far but I can see using it in scheduled league play to scout out the opposition. That it's an option at all is pretty sweet, though.

One thing that shows up in the stat recaps in the manager is a 'chance' stat associated with each type of die roll. It can be positive or negative and my guess was that it shows how lucky or unlucky you were in terms of what you were trying to roll vs what you actually rolled. The first example we saw is shown in the screenshot below:

You may need to enlarge the picture to see. I was the Elveseseses team and I rolled 1d6 28 times in the match against Sceadeau. My distribution of rolls was pretty much as smooth as you could expect but my chance number comes in at -8.57. Sceadeau on the other hand rolled very much on the high end of the spectrum and his chance number was 10.26. My theory at the time was that the chance number being negative was indicating that even though my rolls were average when they came up wasn't optimal for me. If I needed a 4, I rolled a 3. If I needed a 2, I rolled a 6. That sort of thing. So while the end result in a 'snake and ladders' world view where only the sum matters would be about average it was actually bad for me in a Blood Bowl action sense. I want to put that theory to the test though, so I'm going to break down those 28 rolls according to what I needed to roll to see...

Need At LeastQuantityNumber of FailuresEV(Failures)
2701.17
31785.67
4321.5
511.67

So on the 28 rolls I actually took I expected to fail 9 of them and actually failed 11 of them. I was making relatively high percentage plays (I needed 2+ or 3+ on most of those rolls) so with my average distribution of results it should have been pretty good for me. But I only hit exactly the number I needed 3 times out of 28. So I was getting lots of overshooting and undershooting which resulted in fewer successes than expected. 

I still don't know precisely what the chance number means (the help files are in French and I couldn't find any relevant information on the program forums) but I do feel like my intuition for what it should mean was about right. My number was negative because I failed more often than I 'should' have. But that's what small numbers of dice are going to do for you!

Tuesday, December 11, 2012

Blood Bowl: Linemen

Yesterday when thinking about if I wanted to be fouling with my halfling team I started thinking about the relative value of linemen between the different teams. Halflings are super cheap so I'm more than happy to trade them off for other players but some of the other teams don't have any cheap players. Losing even one of them early can really reduce the power of your team, at least in the early going when you only have 11 players on your roster. This point came home even more last night as I played two games (one with a wood elf team, one with a dwarf team) where my team got completely obliterated. And I don't just mean on the scoreboard...

The first action in my elf game was for John's necromancer team to break one of my linemen's hip. I used my apothecary to save him but that was only a temporary reprieve. By the end of the game I'd suffered 2 deaths, 4 serious injuries, and 2 more badly hurts. I still managed to score twice because wood elves are good at football but not having any guys on the field for most of the game meant I couldn't stop him from scoring either. Saddened that so many of my guys got taken out I made a dwarf team (they have high armour and good skills though are also really expensive) and went to fight Sceadeau's undead team. It went a little better, but not a whole lot. Pretty early on I suffered two permanent injuries and ended up down in guys again. I inflicted some back but most of his team has regeneration and those rolls came home to save his guys. (I killed one of his mummy's on turn 1 but he regenerated... Boo!) I ended up not scoring, or even getting much xp, and no one leveled up.

I deleted the team since losing a strength and an agility while not making any money or gaining any levels meant the team was actually worse than a starting team. I'm considering deleting the elf team as well since it is likely also worse than a starting wood elf team. (They only have an armour loss, a movement loss, and a niggling injury but are down to only 9 people without money to replace the dead ones... And no good skill ups.)

What I found striking is how many casualties the wood elves and dwarves suffered compared to my halflings. It's not just that I care more about a 70k elf or dwarf than I do a 30k halfling... It's not just that injured halflings just get replaced from my infinite money, though that helps. It's that my halflings simply haven't suffered that many casualties over 4 games. I definitely went a couple games without even using my halfling apothecary! I suspect part of this is small numbers of dice coming home but I think there might actually be other things at work... Halfings have low strength, low armour, and have a negative 'extra squishy' ability but they might actually be harder to seriously hurt. I want to take a look...

I'm only playing low level games for now so most of the people swinging at me don't have good attacking skills. In particular it seems very few people have either block or tackle. Assuming every attack is a 2-dice attack without those skills...

Halfling - 11/36 to get knocked down, 21/36 to penetrate armour, 1/6 to get a casualty, 1/3 to have a casualty be a permanent injury... Works out to a little less than 1% on any given block to seriously injure a halfling.
Wood Elf - 5/9 to get knocked down, 15/36 to penetrate armour, 1/6 to get a casualty, 1/3 to have a casualty be a permanent injury... Works out to a little less than 1.3% on any given block to seriously injure a wood elf.
Dwarf - 5/9 to get knocked down, 1/6 to penetrate armour, 1/6 to get a casualty, 1/3 to have a casualty be a permanent injury... Works out to a little more than half a percent to seriously injure a dwarf.
Halfling (hit by a dwarf with block/tackle) - 3/4 to get knocked down, 21/36 to penetrate armour, 1/6 to get a casualty, 1/3 to have a casualty be a permanent injury... A little over 2.4% to take a serious injury.

Consider that halflings cost less than half what a wood elf or dwarf cost and they're a lot more cost efficient in terms of not taking a serious injury. There's also the fact you'll be fielding a team of 11 guys for most of the game which isn't the case for the more expensive teams. I wouldn't be surprised if it turns out that a short handed team takes more hits and gives out fewer hits. A couple of my halfling games were against Randy's elf team and I did a reasonable job of keeping some of his guys off the field. That probably has a lot to do with my feelings that the halflings took fewer hits. Halflings also don't have any incentive to stay beside other people in a slug fest. Stunty meant even when surrounded they could at least try to run away. When my elves fell behind in people they just got surrounded and couldn't escape. All they could do is die.

Another thing to keep in mind is that halflings are way more likely to get knocked out or suffer a non-serious casualty due to the way stunty works. So it's not all sunshine and roses for them. And they suck, let's not forget that.


At any rate, losing 70k worth of value when a lineman goes down is painful. But having my linemen be complete trash in combat and in football is also painful. I think I want to find a team somewhere in the middle. Where it isn't really bad to lose a couple of your linemen but where they can still help you play the game. There are 21 different teams now... One of them is bound to have reasonable dudes!

Amazon - 50k for 6/3/3/7 dodge
Chaos - 60k for 6/3/3/8 horns
Chaos Dwarf - 40k for 6/3/3/7
Dark Elf - 70k for 6/3/4/8
Dwarf - 70k for 4/3/2/9 block, tackle, thick skull
Elf - 60k for 6/3/4/7
Goblins - 40k for 6/2/3/7 dodge, right stuff, stunty
Halflings - 30k for 5/2/3/6 dodge, right stuff, stunty
High Elf - 70k for 6/3/4/8
Human - 50k for 6/3/3/8
Khemri - 40k for 5/3/2/7 regeneration, thick skull
Lizardman - 60k for 8/2/3/7 dodge, stunty
Necromantic - 40k for 4/3/2/8 regeneration
Norse - 50k for 6/3/3/7 block
Nurgle - 40k for 5/3/3/8 decay, nurgle's rot
Ogre - 20k for 5/1/3/5 dodge, right stuff, side step, stunty, titchy
Orc - 50k for 5/3/3/9
Skaven - 50k for 7/3/3/7
Undead - 40k for 5/3/2/7 regeneration, thick skull
Vampire - 40k for 6/3/3/7
Wood Elf - 70k for 7/3/4/7

Ok, so it looks like in general there's a nice formula going around. One movement is worth the same as one armour and costs an extra 10k. The 4th point of agility is worth 20k. Block is worth 10k. Dodge is worth 10k. Horns, somehow, are worth 10k. Tackle and 20k are worth losing an agility. Stunty and 10k are worth losing a strength. Unless you're a halfling in which case you get to lose an extra armour for funsies. Right stuff is completely free (presumably the team pays extra for the throw teammate ability). Side step and titchy appear to be worth your second strength. Thick skull is free. Regeneration and 10k are worth losing an agility. Decay and nurgle's rot offset each other in terms of cost.

As a thought experiment, given the choice, would I rather have block, dodge, a movement, or an armour? For my generic dorks I'm pretty sure the answer is block. It gives you more acceptable rolls when throwing a lot of hits on the line. It protects you from some incoming attacks. It can't be countered as easily as dodge. Dodge is very good when you're trying to evade tackle zones and play football and such but you don't really need an entire team dedicated to playing football. Some of your guys can just stand around and thug. Block is the best for that. Armour is probably a close second. Being able to move fast is good and all but, again, your whole team doesn't need to move fast. Let your specialty players move fast. Let your core dudes just stand around and be tough.

Unfortunately there are only two options to get block on your linemen. One is the dwarf team which has the most expensive linemen of them all. The other is the norse team. They only have 7 armour which is pretty low but they do come in at 50k which feels like it's probably a good sweet spot. That's enough money to be buying some reasonable stats but not so much that it's crippling for a starting team to lose one early.

If I choose to ignore block it seems like dropping an agility makes a ton of sense. Regular dudes don't dodge away that much and every lineman that lost an agility gained a defensive ability. Either regeneration, thick skull, really high armour, or a combination. Paying 40k for a zombie just seems like a great deal.

I think I may try putting a norse team together to see how it works. I may also try to tough out a few early games with a dwarf team to see if I can make enough money to buy a couple bench players. Dwarves seem really good when you reach the point where losing one isn't a huge impact on your bottom line. The rest of the team isn't very good at football so they may not be my style of team but it's probably worth a shot.

Orcs may actually be the best here. They have no frills. They just have a good stat mix to hit the 50k mark what with having 9 armour. The rest of the team has a good mix of specialty guys though they are a little on the slow side. But since speed and armour seem to cost the same amount it shouldn't be surprising that high armour guys are slow.

Monday, December 10, 2012

Blood Bowl: Sneaky Git

I've played a few games with my Halfling team online and had leveled quite a few halflings. They don't get many choices for skills (they can only take agility skills, not general skills, so they have a very short list of options) and I decided to take a variety to see how they felt. I have yet to use diving tackle, block was awesome (I could only get it because I rolled doubles), and sprint/sure feet were as good as I remembered them. The last one I've taken so far was sneaky git which modifies the way fouling works. I really found myself liking the change and I wanted to look into exactly what it does...

Back in the day fouling in Blood Bowl was a way to level up your characters on top of the other benefits but they took that out. Now fouling is actually a decision. As I see it there are only two reasons left to foul... To inflict short term damage on the opposing team (in the hopes that helps you win the current game) and to inflict long term damage on the opposing team because you're a sadist, or for revenge, or because you may play them again in the future and want an advantage in that game. To counter-balance these benefits it takes an action and there's a straight one in six chance that your player gets kicked out of the game while causing you to miss the rest of your turn. (So you should probably foul as late in the turn as possible I guess.) Sneaky git removes most of those downsides. Instead of getting kicked out on any doubles you only get kicked out on doubles that actually inflict damage on the opposing player.

For halflings the short-term benefit is pretty huge. Halflings suck and the only real thing they have going for them is you can afford lots of subs. As such, getting a halfling kicked out for fouling isn't the end of the world and if they happen to take an opponent out for the rest of the game it's a huge win. You have 11 players, I have 14 halflings and 2 trees. I would gladly remove any number of halflings to take out an equal number of your worst players. I'd even take a 2 for 1 deal against most teams! The things that needs to be worked out then are the odds of taking an opponent out compared to the odds of taking yourself out both with and without sneaky git.

There are a couple variables here. When you foul you roll 2d6, add 1 for any adjacent teammates outside of enemy tackle zones, subtract 1 for adjacent enemies outside of ally tackle zones, and compare to the enemy's armour. Beat it to inflict some damage which again entails rolling 2d6 with a look-up on an injury chart. For simplicity I'm going to assume 1 adjacent ally and no adjacent enemies but that can obviously change depending on board state. Then I'm going to look at a couple of typical armour values... 7 and 9.

First of all, how does the final damage roll look? On a 2-7 the injured player is merely stunned. They get to stay on the field but have to miss their next turn. On an 8 or 9 the injured player is knocked out. They get removed from play and get a 50% shot each kick-off to recover. If they recover they can come back into play, if they don't the enemy team is short-handed for a few turns. On a 10, 11, or 12 the injured player suffers a casualty. They're knocked out for the rest of this game and may well suffer permanent damage. (1 in 6 that they miss the next game, 1 in 6 that they permanently lose a stat of some kind, 1 in 6 that they're permanently killed.) A stun result is reasonable off of a block but is pretty sad off of a foul. It doesn't accomplish either of our possible goals. A KO is reasonable for the short-term since they're out at least the current drive. What you're really looking for is a casualty, which is only 1/6th of the time that you penetrate their armour. 1/4th for the KO. 7/12 of the worthless stun.

Against an armour of 7 you need to end up with a modified 8 on your 2d6. We're assuming a +1 bonus, so you're looking at 7/12th chance of penetrating the armour on a squishy elf. The actual result table for such a foul is:
Outcome# in 144# in 144 (sneaky git)
No Result90102
Worthless Kicked Out197
KOed Kicked Out33
Casualty Kicked Out22
KOed1818
Casualty1212

And against a tanky orc armour of 9...

Outcome# in 216# in 216 (sneaky git)
No Result160184
Worthless Kicked Out317
KOed Kicked Out33
Casualty Kicked Out22
KOed1212
Casualty88

The first (and obvious) thing to point out is sneaky git doesn't actually make you more likely to inflict any damage. It might make it more worthwhile to foul but it doesn't actually help hurt them. You want dirty player for that! Against an elf you're looking at turning 12 of the 144 outcomes from kicked out without doing anything to no result. That's a little over 8% of the time, which isn't nothing. It also isn't a huge deal. Against an orc it gets a little better. You save 24 of 216 outcomes which is over 11% of the time. Rearranging a bit, assuming a KO ejection is neutral and a normal KO is positive you're looking at:

OutcomeElfElf (sg)OrcOrc (sg)
Positive22%22%10%10%
Neutral65%73%76%87%
Negative13%5%14%3%

Looking at it like this really shines some light on the topic I think. Most of the time you're just throwing an action away for no gain or loss. This is true regardless of the target or if you have sneaky git. Fouling an elf is more likely to help than to hurt regardless of skills, assuming you're hitting him with a lower valued character. Like a halfling. Orcs are a little rougher. Fouling is more likely to hurt than to help. Unless you have sneaky git, anyway. I feel like fouling an orc with a halfling still might makes sense. Certainly against Sceadeau I was happy to take shots at his +1 aglity, +tackle orc. But it probably wasn't worth fouling most of his other players. With sneaky git, on the other hand, I think it makes sense to foul even an orc at every opportunity. 

With a different team, where I don't have a full bench and each individual player is worth a lot more it makes less sense to foul. Again, maybe if there's a really leveled up guy it can make sense. But otherwise the risk just isn't worth the reward. Unless you have sneaky git. Which makes me think it might be worthwhile to give an elf sneaky git so he can run in and foul every turn... And fouling elves at every turn will probably still make sense. Stupid unarmoured elves... Makes me think I should maybe find a high armoured team...

Friday, December 07, 2012

Blood Bowl Rules

I finally got around to playing my first game of online multiplayer Blood Bowl and it worked about as well as I'd thought it would. I even had my router die in the middle of the match and the client managed to recover (mostly) gracefully when I switched my connection direct into my modem. Very impressed by that.

The game itself was a pretty typical starting Orc vs starting Halfling match... A 0-0 draw. I was up against Randy Buehler in like his fourth game ever and we spent a lot of time with him pushing halflings around and me trying to stand trees up without success. We hit the good old 1-in-36 of failing a few times which resulted in him losing a pretty sure touchdown in the first half when I kicked to him and me losing one in the second half when he kicked to me. We both made some tactical errors (rust and not really knowing the rules, mostly) but I'm sure we'll do better going forward. A couple rules questions did come up which I couldn't really answer at the time. Most of my time spent playing the game was 12 years ago and that was at least 3 rules rewrites ago.

So, I went looking for the current rules. And found them here! Definitely worth a read if you haven't played in a while/at all.

First rules question... Is there overtime? According to the current rules that's up to the people playing. For the online game if the game is a play-off game where draws aren't allowed then you have overtime. Otherwise you don't. Hence, the 0-0 draw.

Second rules question... Randy inflicted a casualty on one of my two treemen early on but didn't get any SPP (Star Player Points, the experience currency in the game) from doing so. Why not? It turns out you now only get SPP from casualties inflicted directly from a block. If you inflict a casualty by knocking someone out of bounds, or by fouling them, or by throwing a halfing into them you don't get any points. This is definitely different than back in the day when I distinctly remember knocking people out of bounds for points. It was my main way of leveling halflings up! Isolate one dude and then keep shoving him out of bounds. It's a shame that doesn't work anymore, but I guess it's better for the longevity of the players. Fouling used to be something worth doing for experience each turn at the very least. Now, not so much. It still could make sense to try to inflict some damage, don't get me wrong, but it isn't a way to power level. This was why Randy didn't get his 2 points... He took my tree out by stepping on his head.

Finding an opponent in the client doesn't seem like the easiest thing to do. I think because I'm in a small league and don't know enough about playing in other leagues. I may start up another team and throw it into an online league just to see how that works. On the plus side Sceadeau has a Vent server and the league has a Facebook group so finding games isn't impossible. More people couldn't hurt, though!

Thursday, December 06, 2012

League of Legends: Tribunal Revamp

I was doing some digging after reading about the pro ban I posted about yesterday and discovered the tribunal system actually underwent some big changes a couple months ago. I like the idea of the tribunal but really only did it a couple of times. I got a total of 105 IP out of it, which really isn't very much at all. One game's worth, pretty much. It was better than nothing, but it clearly didn't motivate me to keep doing it.

Well, two months ago they took the IP away from helping out in the tribunal. No tangible reward at all from doing it. In exchange they added in two new features. The first is a tribunal rating system where you earn points for getting cases correct but the points don't do anything except raise your tribunal rating. The second is the system actually tells you the specific outcomes of every case you review. This seems really game changing. One of my laments when I was doing this 11 months ago was that I found out how many cases I got 'right' but not how many I'd tried or how I got things 'wrong'. Now I can see how other people voted so I can see what is actually getting punished and what is getting pardoned. I like visibility!

I did 20 cases today and actually already have a result for one of them. I voted to punish, and that was the end result. It turns out this guy was a repeat offender and was due for a 7 day ban. Which went out automatically less than an hour after I voted. Sweet! So now I have a tribunal rating of 1210 and I have a 'toxic days prevented' stat of 7. It also no longer gives user names so I can't go harass this guy about banning him if I wanted to. That seems like a good change too. I don't need to know who the terrible person is, I just need to know that my punish vote helped hit someone bad with a 7 day ban. This guy in particular was obviously playing in low level games and was pretty vile to his teammates so I'm pretty glad he's out for a week. 


The question I guess is will giving me some arbitrary numbers to raise and some actual result feedback keep me doing this more than the IP reward did? I think it might...

Wednesday, December 05, 2012

League of Legends: Pro Ban

An interesting thread popped up on the main League of Legends forum yesterday. It would seem the jungler for one of the top US teams has what you may call a bit of a potty mouth on him. He'd been punished by the tribunal system 7 times in the past and was just handed an 8th punish verdict. The recommended punishment by the system given his past history was a permanent account ban. Typically this would mean he'd lose his account (and therefore any purchased champions/skins) but could start over from scratch. If he'd learned to be less caustic to the other people in his games he'd get to keep that account. If he was bad again the new account would eventually get banned. This works for most people, but pro players are a bit of an exception. People will talk about how he needs to be a good representative for the game because he streams to a lot of people and because people look up to him. I can see how that is true, and definitely think that he should be held to a higher standard of behaviour, but to me that's not the biggest difference.

The biggest difference, for me, is that a lot of the games he actually cares about aren't played on his account at all. The big tournaments are all played on special tournament realms where every account has access to every champion/rune/skin. Banning his main account might put him out some cash if he wants to buy his way back quickly so he can keep streaming practice games, but he would undoubtedly get a lot of people watching him leveling up too. Banning it wouldn't seriously impact him, though. If I lost my account it would really suck because everything I have invested in LoL from a time or cash perspective is all on the one account. For him, not so much. Nevermind the fact he had several other max level accounts already! (I guess when you get punished by the tribunal 7 times you have plenty of spare time to start new accounts.) Permanently banning his main account would be annoying for losing the name (unless you can name change to a banned name...) but wouldn't really be a punishment.

Fortunately banning his account wasn't the only thing they did. They went and looked up his other accounts and it turns out (unsurprisingly) they were all misbehaving as well! They were all at or near the perm-ban level themselves, so Riot took them all out at the same time. That certainly helps since he no longer has a level 30 account to play on at all. It won't take that long to level up, and I'm sure someone would lend him one if he needed it...

So they went one step further. Those tournaments which are played on a tournament realm with different accounts? He's suspended from those for a year. Now that's a real punishment. I read that entire thread (1200+ posts and counting) and a lot of people seem to think it's too harsh and is really going to hurt his teammates. I think it's a pretty good spot. A full year might be high but I think any traditional punishment wasn't actually going to hurt him at all. They needed to go after his ability to play on the tournament realms if they were going to get the point across that his behaviour was unacceptable.

Other people complained that it was unfair to hit this guy because other pros act like jerks too. Some argued that people acting like jerks was a good thing and 'censorship' is bad. I'm strongly in favour of chat moderation. I hate the idea that it's ok to act like a compete idiot and I sadly recognize that that's the default option for many people. So I'm thrilled when companies actually start cracking down on it. My hope is actually that they'll wait a little bit and then go after some more pros that haven't shaped up from this warning shot. The other champions in these games are played by actual people and some modicum of respect isn't much to ask. Yelling at people makes them feel bad and play worse and there's no reason those things should be allowed or encouraged.

Tuesday, December 04, 2012

League of Legends: Super Patch!

The long anticipated preseason 3 patch has finally gone live. There are tons of changes in this patch. The mastery trees are changing. The runes are getting some tweaks based on item budgets changing for armour and spell penetrations. Items are getting a complete overhaul with some old items going away and a lot of new ones coming out. The jungle is being altered to be harder, less AE intensive, and worth more. The rewards for killing other players are being tweaked. Pretty much every aspect of the game is getting changed in one way or another and it's almost like it's a brand new game... The perfect time for some of you slackers to get started!

One thing that isn't really changing at all is the champions and their abilities. This concerns me a little since with all the other changes coming in I have to think some champions are just going to be too good and others are going to be a lot worse than they used to be. The test servers probably weren't a good enough place to find this stuff out and we probably need the patch to be live for a while with people being abusive before the champions get altered. I guess this is why this is the preseason patch and not the season launch patch, eh?

The patch is downloading now and I'm going to likely spend the whole night playing around with the new stuff. Assuming the servers are actually working, anyway... I've lived through too many online game patches to actually expect anything to work today. But I sure want it to work!

I'm especially curious to see how the new boot enchant which speeds up nearby minions will work... Does it provide enough of a speed buff to allow you to force your lane into the enemy turret in the early-mid game?

Monday, December 03, 2012

Final Fantasy VII: Golden Saucer Date

One of the things I find so interesting about playing a game again years after I last played is how the information available about how the game works has advanced. The first time I played FFVII I played almost entirely in the dark. The second time I made liberal use of gamefaqs. This time around I am digging even deeper into the stuff on there. It may seem like I'm just finding new guides that already existed years ago, but no... There are guides with new information since I last played. For a game that's over 15 years old. That's pretty impressive I think!

At any rate, there's a scene near the end of the first disk of Final Fantasy VII where the main character chooses one of the other characters to go on an amusement park date. He'll choose between one of the three female characters or possibly the Mr T friend character. Not based on your choice at the time. Instead there are internal affection meters for each of the four characters that change as you make decisions throughout the plot. Be nice to someone and they like you more. Diss their world view and they like you less. Whoever ends up liking you the most when you get to the amusement park a second time goes on a date with the main character. The odds are stacked very heavily in Aeris's favour. It seems plausible that Tifa might get chosen if you're actively rude to Aeris at every turn but without really trying hard it's very unlikely to end up with Yuffie or Barret. I'm pretty sure I ended up with Aeris the first time I played and Tifa the second time. The second time I was trying to get Barret and failed because of faulty info in the guide I was reading...

You see, it turns out the game actually tracks two affection values for each character. One is used for the date, the other is used for nothing at all. But the first guy who took a hex editor to the game didn't figure that out. He just saw that some numbers were going up when you did all kinds of weird things so the first guide I read talked about doing crazy things. Like having Cloud attack Aeris in combat or using healing spells on Barret. Doing those things would adjust some internal numbers, but it wouldn't actually do anything.

It looks like there's a guide that got updated in 2009 that dug even deeper and worked that little difference out. I'm currently angling my way to meet up with Yuffie. I actually had to reset the game and replay about an hour or so because I forgot to recruit Yuffie in time to give her a tranquilizer on the boat for 4 affection. I messed up the meeting with the fort condor guys but I think I didn't have Aeris or Tifa in my party at all when I went in so I'm hoping it won't be too bad.