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Dodge Guide

by PRadley

       ======================================================
       ][          Front Mission: 1st - Dodge Faq          ][
       ======================================================



by Paul Radley
[email protected]
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 [email protected]
____

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([email protected]), 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.