>>11801274>Magic in the original game is bugged, pixel remaster just fixed that.No it doesn't. Intellect isn't called for by any calculation and there's no documentation on how INT was supposed to function.
However I have a feeling if it was meant to be implemented it was to do with Spell Hit Rates. Damage spells always hit, but if they also score a "hit" they double the effective damage this hit calculation takes into account the targets Magic Defence, the spells hit rate, and a base value, if you add in INT then the effect from enemy Magic Defence can be mitigated and the average damage of damaging spells increases as they're more and more accurate as you level.
In the remakes there are INT stat thresholds at 00, 20, 30, 40, 50, 65, 80, and 99 each of them adds another layer of base power the effective power of a damaging spell. Magic Defence also works in a very wonky way having thresholds at 100 and 200 where the damage is reduced by a % above those values. This creates a really jank stepped damage growths where 0-19, 21-29, 31-39, etc. INT has no effect on anything, very bad design.
The remakes of FF1 are in general really janky and poorly designed, for example the unavoidable overleveling causing many more hit multipliers throughout the game.
>>11801246This is how it functions in DQ 1-4, in 5-11 the resistance decreases damage and damaging spells have perfect accuracy. If you look at the resistances in the older DQ games they're divided so that Frizz spells have the most stable hit rates, while group and all attack spells are more varied. Enemy types also often share resistances, In DQ3 Minidemons resist almost all magic, while the Apes, Birds, Frogs, and Living Armour are fodder for Crack while Bears, Rams, and sea creatures don't like Sizz.
Personally I really like that there are these trends that repeat, unless you're against a new type of enemy the type and any elemental naming schemes tell you what spells to cast.
>>11801263gr8 b8