User:Tinuvael/Chocobos

This page contains the most current data on all of my chocobos as well as the more general observations I've made while raising all of them. 

Current Chocobo Stats
Key for Condition Levels (on a scale of 0-7)

Stat Levels
 * Poor » Substandard » A bit deficient » Average » Better than average » Impressive » Outstanding » First-Class

Affection Levels
 * Doesn't care for you at all » Able to endure your company » Enjoys your company » Likes being around you » Likes you pretty well » Likes you a lot » Wants to be with you all the time » Regards you as its parent

Satisfaction Levels
 * Starving » Quite hungry » A little hungry » Neither hungry nor full » Neither hungry nor full » Almost full » Quite full » Completely full
 * Note that Neither hungry nor full actually occurs twice &mdash; both above and below the midpoint

Fee Breeze
Last updated: 21:25, 13 March 2007 (EDT)
 * Owner: Tinuvael
 * Stable: Windurst Woods
 * Check Time: 17:08 PDT
 * Egg: Chocobo Egg (Faintly Warm) (bred)
 * Sire: Swift Knife | Dam: Dame Maharni
 * Sex: female ♀
 * Physical Attributes: Blue, Large Claws + Large Tail


 * Age: 69 days (4 Egg | 15 Chick | 10 Adolescent | 40 Adult)
 * STR: First-Class | END: Impressive | DSC: Better than average | RCP: Poor
 * Affection: Regards you as its parent (7/7)
 * Satisfaction: Completely full (7/7)
 * Condition: none
 * Personality: Patient
 * Weather Preference: Clear
 * Abilities: none



Brilliant Amber
Last updated: 19:44, 4 January 2007 (EST)
 * Owner: Tinuvael
 * Stable: Windurst Woods
 * Check Time: 08:57 PST
 * Egg: Chocobo Egg (Bit Warm) (quested)
 * Sire: n/a | Dam: n/a
 * Sex: female ♀
 * Physical Attributes: Yellow, none


 * Age: 102 days (4 Egg | 15 Chick | 10 Adolescent | 73 Adult)
 * STR: Poor (0/7) | END: Poor (0/7) | DSC: First-Class (7/7) | RCP: Outstanding (6/7)
 * Affection: Regards you as its parent (7/7)
 * Satisfaction: Neither hungry nor full (3-4/7)
 * Condition: Bright and Focused (1 day), Happiness (2 days); Sick (1 day)
 * Personality: none
 * Weather Preference: Clear
 * Abilities: Burrow, Bore



Petit Soleil
Last updated: 19:44, 4 January 2007 (EST)
 * Owner: Fitzy-Witzy
 * Stable: Windurst Woods
 * Check Time: 15:42 PST
 * Egg: Chocobo Egg (Somewhat Warm) (bred)
 * Sire: Blazing Paprika | Dam: Brilliant Amber
 * Sex: male ♂
 * Physical Attributes: Yellow, Large Beak


 * Age: 64 days (4 Egg | 15 Chick | 10 Adolescent | 35 Adult)
 * STR: A bit deficient (2/7) | END: Poor (0/7) | DSC: First-Class (7/7) | RCP: Outstanding (6/7)
 * Affection: Regards you as its parent (7/7)
 * Satisfaction: Completely full (7/7)
 * Condition: none
 * Personality: Enigmatic
 * Weather Preference: Cloudy
 * Abilities: none



Observations and Theories
Not having named my chocobo thus far does not seem to have affected anything. She's referred to as "Chocobo" whenever it comes up. As far as affection goes, it is steadily growing as I actively care for her; I have not yet fed her anything to boost affection.

When she made the transition to adolescent, although I expected her to be at "max energy" for the day based on her feedings from the previous day, activities drained more energy than on the following day. Perhaps this indicates that there is an "energy cap" at each stage of development; so maximum energy for a chick &lt; maximum energy for an adolescent. No longer sure this is true, as Active Care seems to drain the same amount for all three stages.

She doesn't gulp down the Carrot Paste I feed her, so I wonder if she will similarly not really care for Vomp Carrots as an adolescent. Although she is really only an experiment, I'm secretly hoping she has an affinity for Mental traits so I can (hopefully) train her to become a good digger. I'll wait until the adolescent stage before I experiment with non-pastes. Also, she didn't seem thrilled about Vegetable Paste, only eating it as usual. 2-Oct-06: more food tested; as an adolescent, she gulps down Vomp Carrots and Azouph Greens, munches contentedly on Zegham Carrots and Gysahl Greens, and eats Sharug Greens. I wonder if food preference says anything about what kind of chocobo you have (e.g. physical versus mental).

Although I haven't had a personality show up in my chocobo yet, I've read that the four personality types are probably linked in some way to the four main stats. At this point, it is unknown what they mean exactly. Current thoughts are that it indicates which stat will receive the highest boost from appropriate food/care plans.

According to Myrna, ailments can drain satisfaction as well. I believe I observed this for the first time when I expected to be at Quite hungry after draining down to 8 pixels of energy from the day before, but the chocobo was still starving. Therefore, to properly test food satisfaction values, the chocobo cannot have any active ailments at the time of testing.

Things to Test:
 * Does Herb Paste (and the other bitter medicinal herbs) lower affection?
 * Do food preferences say anything about whether a chocobo is predisposed to raising a certain stat?
 * Does sickness of any kind lower affection?
 * How do changes to weather preference happen? (speculated this is caused by repeated exposure to weather on walks; it is not related to the day of care.)
 * Try to calculate the satisfaction values (in pixels) of chocobo foods. (in progress)
 * How many checks on an egg are required to hatch with maximum affection? Does it matter what day(s) the checks are done on?
 * Do stat raises gained from Kamp Kweh amount to much? Do the ages of the chocobos matter?

Confirmed Results:
 * Satisfaction of the next day is related to energy drain of the previous.
 * Energy regeneration of the next day is related to the satisfaction of the previous.
 * Herb Paste seems to work like Tokopekko Wildgrass on chicks. (e.g. recovery from illness at next day)
 * All stories drain the same amount of energy; stories have been linked to their abilities.
 * Pastes are much more filling feeds, regardless of the stage of development. Feeding them to non-chicks will results in a drop in affection.
 * Not naming a chocobo does not seem to have any adverse affect on affection.
 * Personalities have been linked to stats, and they seem to give a slight boost to any stat gains.
 * Growing into a new developmental phase does not seem to raise the lower bound for energy, as Active Care seems to be the same across the boards on a chocobo that is continually worked.

Changes in Stats
In the DATs, I think I found that every stat has a value range of 0-255. It turns out that each stat has 8 levels of ranking &mdash; note that satisfaction only appears to have 7 because Neither hungry nor full occurs twice in the middle.

From this, I hypothesize the following:
 * Every level of rank within a stat takes up a 32 point range
 * Every pixel displayed on a chocobo's energy (HP) bar = 4 points of energy only when at maximum (255) energy

Rounding error and other strange calculation anomolies might explain the weird pixel ranges I'm getting for some activities; either that, or active care has a range of expected values that it can return.

Debunked theories:
 * Every pixel displayed on a chocobo's energy (HP) bar = 4 points of energy
 * This could be wrong in that a chocobo's max energy might be the variable here, not total energy.
 * Confirmed: max energy is variable, so pixels only represent percentages of max energy. If max energy is 255, then this might only be achieved by completely filling the chocobo to 255 satisfaction on the previous day.
 * Follow-up: it would appear that strenuous activity (lots of active care) during a day lowers maximum energy for the following day. I'm pretty sure there's a minimum value (maybe this minimum depends upon the chocobo's Endurance rating), since continuous care eventually reaches a point where it drains the same every time (not taking HED factors into account). People report that the purpose of the Rest plan and Auto-Regen ability is to increase the maximum energy for the next day.

Affection
How often you check on the egg before it hatches determines how much the chocobo likes you after hatching. Only the two more demanding tiers of care plans (the ones you can fail) seem to drain significant amounts of affection, as the official chart indicates. Failed care plans seem to lower affection even more than normal; since they also drain more energy, I wouldn't be surprised if this turned out to be true.

Active Care and Greens are the best way to keep affection high. It will be difficult to figure out estimated values of affection for these, since you are limited by the chocobo's satisfaction for the greens and energy for the care. Long Walks and Azouph Greens give the biggest boosts, but it's hard to say if the affection boost vs amount of satisfaction/energy for these two is actually the best. For example, would taking two Short Walks be roughly equivalent to taking a single Long Walk? Both of these would drain approximately the same amount of energy, but do you end up with the same boost to affection in both cases? The past two updates have improved the affection boost that Long Walks give; in fact, after the latest update, I increased a full rank of affection with a single walk twice! This means I got &gt; .5 of a rank from those walks.

As for the greens, Azouph seems to boost affection by about .5 of a rank (meaning two greens = 1 rank of affection). I'm not as certain about the other two types of greens.

Satisfaction
The amount of Satisfaction each food provides does not appear to change as the chocobo becomes larger. Feeding an adolescent or adult one of the chick pastes has an adverse effect on affection, however. To figure out the following estimated satisfaction values, I repeatedly fed the foods to my chocobo at various levels of satisfaction. Remember, these are only guesses based on my data at best.

According to some people, chocobos can change food preference over time, so I will put my chocobos' preferences in parentheses. The extra message that sometimes shows up after feeding a chocobo ("I hope we can turn this into a fine chocobo!" or "I hope it gets better soon.") is guessed to be related to whether the food had any effect. Thus, you should feed the medicinal herbs until you get the "gets better" message. Note: although there are eight distinct ranks of satisfaction, each spanning 32 points on the 0-255 scale, a food that completely fills a chocobo from starving would have a rating of 7 ranks.

Group 1: Medicinal Herbs &mdash; very low satisfaction
 * Tokopekko Wildgrass, Garidav Wildgrass, Gausebit Grass :: .75 of a rank ( .5 < X < 1 )

Group 2: Carrot Feeds
 * Vomp Carrot (gobble), Zegham Carrot (content) :: 3 ranks

Group 3: Greens
 * Sharug Greens (eats) :: 1.5 ranks
 * Gysahl Greens (content) :: 3.25 ranks ( 3 < X < 3.5 )
 * Azouph Greens (gobble) :: 4.5 ranks

Group 4: Worms
 * Parasite Worm, Gregarious Worm, Cupid Worm :: I have not personally tested any of these and cannot report at this time

Group 5: Pastes
 * Carrot Paste (eats) :: 6.5 ranks
 * Herb Paste, Vegetable Paste, Worm Paste :: I have not personally tested any of these and cannot report at this time

Group 6: Other
 * Celerity Salad :: 3 ranks
 * Chocotonic, Chocolixir :: I have not personally tested any of these and cannot report at this time

Energy
Energy bar is 64 pixels wide.

It looks like Care Plans always take the same amount of energy (in pixels) no matter what; it's the same across stages of development and does not vary on days when Active Care produces high energy drain. Active care drains the same values for the adolescent and adult phases.

Active Care seems to have two different values (or value ranges) &mdash; the normal energy drain and a high energy drain (HED). At this point, I'm speculating that High Drain is triggered by 1) low satisfaction from previous day or 2) growing up to next phase in development, and possibly even 3) "failing" one of the care plans that receives payment, 4) weather being present on walks, or 5) any sort of illness. HED days seem to drain 25% more energy than normal. The low satisfaction triggers have ranged from Starving (0/7) to Neither hungry nor full (3-4/7), but the 25% seems to be constant. It seems that not every activity on a day that produces HED necessarily suffers from it.

Small variations in normal drain values (usually 1 pixel) seem to be related to the order active care is performed in addition to the day's care plan. Disregarding this variance as rounding error.

I finally have my own experience with a high Endurance chocobo, and I can safely say that increasing Endurance does nothing to increase the amount of max energy on a given day. The new "Full of Energy" status is another story. I've updated Active Care under the Adult phase with values under this status. It seems to take about 25% less energy for some activities (again, it doesn't always kick in like HED) while under this status. Other than that, I've read that giving your chocobo some rest time seems to increase what you can do in a given day, and possibly the Auto Regen Chocobo ability increases it on a daily basis. This will require some more experimentation.

09-Oct-06: Here's something interesting. I missed checking up on my chocobo for a day, so she didn't get fed from starving. This should have induced a HED day, but I'm not convinced it did; either that happened, or she was weak two days in a row. Her only "illness" on the second day (Day 27) was boredom, which I don't believe has ever caused HED before. More energy tests will need to be performed, but adolescence is almost over. *sigh* (See results from Day 25-27 for reference.) Follow-up: The values were not HED but seemed normal.

11-Oct-06: For the first time, she "failed" a care plan. She was scheduled for Exhibiting to the Public and made some children cry, thus only receiving 100g as payment. Instead of the expected 8px energy drain, it took 10px off her to start. Furthermore, the day was triggered as HED for no apparent reason &mdash; she was not sick, she had been filled completely the previous day. Currently speculating that failure of a care plan results in a HED trigger.

15-Oct-06: For no apparent reason, the Long Walks she took today produced HED values (Day 33). There was weather present in Meriphataud Mountains, so it's possible that had something to do with it. No weather preference has showed up yet.

As Chick
 * Basic Care depletes 1px, or ~1.6% energy
 * Take a Walk in Town depletes 2px, or ~3.1% energy
 * Listen to Music depletes 2px, or ~3.1% energy


 * Watch over the Chocobo depletes 1-3px, or ~3.1% energy
 * Short Walk depletes 15-16px (19px high drain), or ~24.0% energy (~29.7% high drain)

As Adolescent
 * Basic Care depletes 1px, or ~1.6% energy
 * Take a Walk in Town depletes 2px, or ~3.1% energy
 * Listen to Music depletes 2px, or ~3.1% energy
 * Interact with Children depletes 3px, or ~4.7% energy
 * Interact with Other Chocobos depletes ?px, or ~?.?% energy (missed taking screenshot; probably same as Playing with Children)
 * Carry Packages depletes 8px (10px on fail), or 12.5% energy (~15.6% on fail)
 * Exhibit to the Public depletes 8px (10px on fail), or 12.5% energy (~15.6% on fail)


 * Watch over the Chocobo :: depletes 1-2px (2px high drain), or ~2.3% energy (~3.1% high drain)
 * Tell a Story :: depletes 7-8px (9px high drain), or ~11.7% energy (~14.1% high drain)
 * Compete against Others :: depletes 16-18px (22px high drain), or ~26.6% energy (~34.4% high drain)
 * Scold the Chocobo :: depletes 11px, or ~17.2% energy
 * Short Walk :: depletes 14-16px (19px high drain), or ~23.4% energy (~29.7% high drain)
 * Regular Walk :: depletes 19-20px (25-26px high drain), or ~30.5% energy (~39.8% high drain)

As Adult
 * Basic Care depletes 1px, or ~1.6% energy
 * Listen to Music depletes 2px, or ~3.1% energy
 * Interact with Children depletes 3px, or ~4.7% energy
 * Interact with Other Chocobos depletes 3px, or ~4.7% energy
 * Carry Packages depletes 8px (10px on fail), or 12.5% energy (~15.6% on fail)
 * Exhibit to the Public depletes 8px (10px on fail), or 12.5% energy (~15.6% on fail)
 * Dig for Treasure depletes 17px (20px on fail), or ~26.6% energy (~31.3% on fail)


 * Watch over the Chocobo :: depletes 1-3px, or ~3.1% energy
 * Tell a Story :: depletes 6-8px (5px low drain; 8-9px high drain), or ~10.9% energy (~7.8% low drain; 13.3% high drain)
 * Compete against Others :: depletes 16-18px (13px low drain; 21px high drain), or ~26.6% energy (~20.3% low drain; ~32.8% high drain)
 * Scold the Chocobo :: depletes 8-9px (13px high drain), or 13.3% energy (~20.3% high drain)
 * Short Walk :: depletes 14-16px (8-12px low drain), or ~23.4% energy (~15.6% low drain)
 * Regular Walk :: depletes 20-21px (16px low drain; 25-26px high drain), or ~32.0% energy (25% low drain; ~39.8% high drain)
 * Long Walk :: depletes 23-25px (18-19px low drain; 30-31px high drain), or 37.5% energy (~28.9% low drain; ~47.7% high drain)

Chocobo Raising Links
Chocobo Raising

Chocobo Raising Guide

Chocobo Raising Forums (FFW)

Post on DialogTableEntry information

Chocobo Raising Info (KI)

The Big Chocobo Research (AK)