I would like to thank Zombie for this FAQ on Zanmato. Along with the information he gave, he says he also got most of it from the Brady Games Official Strategy Guide, and from Oliver Hague (gamefaqs mb).
Overview:
The following is a detailed explaination of how Yojimbos Zanamto works. It is explained in steps, each step contributing towrds the final formula which shows the probability of Yojimbo using Zanmato.
Step #1: Motavation
What is motavation. Basically the amount of gil you choose to pay Yojimbo to fight effects which move he will use. This alone desnt determine the move however, it is just one step. The chart below gives a value for motavation depending on the amount you pay. We will call this "m".
The Chart:
1~3 Gil, then m = +0
4~7 Gil, then m = +2
8~15 Gil, then m = +4
16~31 Gil, then m = +6
32~63 Gil, then m = +8
64~127 Gil, then m = +10
128~255 Gil, then m = +12
256~511 Gil, then m = +14
512~1023 Gil, then m = +16
1024~2047 Gil, then m = +18
2048~4095 Gil, then m = +20
4096~8191 Gil, then m = +22
8192~16383 Gil, then m = +24
16384~32767 Gil, then m = +26
32768~65535 Gil, then m = +28
65536~131071 Gil, then m = +30
131072~262143 Gil, then m = +32
262144~524287 Gil, then m = +34
524288~1048575 Gil, then m = +36
1048576~2097151 Gil, then m = +38
2097152~4194303 Gil, then m = +40
4194304~83886007 Gil, then m = +42
8388608~16777215 Gil, then m = +44
16777216~33554431 Gil, then m = +46
33554432~67108863 Gil, then m = +48
67108864~134217727 Gil, then m = +50
134217728~268435455 Gil, then m = +52
268435456~536870911 Gil, then m = +54
536870912~999999999 Gil, then m = +56
2nd step: The Compatibility
What is compatability? From the point where you first aquire yojimbo he already has a compatability value. It starts at 50. The chart below explains what you can do to raise/lower this value.
The Chart:
[That hidden parameter starts at 50.]
[The minimum is 0, and the maximum is 255.]
-Decreases 20 points of you pay him 0 Gil.
-Decreases 10 points of Yôjimbô "dies" during the battle.
-Decreases 3 points if you recall him just after you summoned him.
-Decreases 1 point when he attacks with Daigorô.
-Doesn't change when he uses his "Kozuka" attack.
-Increases 1 point when he uses his "Wakizashi" attack on one enemy.
-Increases 3 points when he uses his "Wakizashi" attack on all enemies.
-Increases 4 points when he uses his "Zanmatô" attack.
[It doesn't reset when the battle is over.]
The fomula below is to determine the compatability value that we will call "c".
(Compatibility/30) = c
[round off by ignoring what's after the decimal]
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Step #3: Hiring & Enemy Zanmato def.
This step depends on what you anwsered the faiyth when you aquired Yojimbo & what the enemies Zanmato def. is. Basically to determine the value for "z" in hefinal formul.
*Note If you choose training as a summoner then there is an additional equation as shown below.
-Training as a Summoner:
*additional equation*
[0.75 + (paid for the attack * 0.5 / total amount of Gil you have)]
[round off by ignoring what's after the decimal]
Enemy is Zanmatô Lv. 1 then z = 1
Enemy is Zanmatô Lv. 2 then z = 0.5
Enemy is Zanmatô Lv. 3 then z = 0.33
Enemy is Zanmatô Lv. 4 then z = 0.25
Enemy is Zanmatô Lv. 5 then z = 0.20
-To destroy fiends:
Enemy is Zanmatô Lv. 1 then z = 1
Enemy is Zanmatô Lv. 2 then z = 0.5
Enemy is Zanmatô Lv. 3 then z = 0.33
Enemy is Zanmatô Lv. 4 then z = 0.25
Enemy is Zanmatô Lv. 5 then z = 0.2
-To defeat really strong enemies:
Enemy is Zanmatô Lv. 1~3 then z = 0.8
Enemy is Zanmatô Lv. 4 or 5 then z = 0.4
*This value "z" will be used in the final forula.
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Step #5: The Overdrive gauge
If it was full when you paid him for the attack. + 2
We will refer tothis as "o", it is either 0 or 2 depending on wether your overdrive bar was full or not.
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Step #5: The random factor
That one is totally random and we have no control over, a number between 0 & 63 is chosen at random and is added to the equation.
+ 0~63
We will call this "r" in the final equation.
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Final step: So, how much does that make?
Key:
m = Motivation
c = Compatibility
a = Amount of Gil paid
t = Total Gil owned
o = Overdrive Gauge (Value = 2 if full, 0 otherwise)
r = random facto (0~63)
x = Total, if x > 80 then Yojimbo will use Zanmato.
Examples:
I will show you an example for one of the equtions. These will be the factors for the example. 100,000 gil was payed, you only had 100,000 total. The enemy Zanmato def was 1, your compatability was 210, And our Overdrive bar was full.
-First we check the chart for "m".
-We payed 100,000 which means +30
-Next we need "c". We use the equation from step 2.
-(210/30) = 7
-Next the zanmato def. but Training as a summoner has an additional equation first. For that one you must enter the amount payed (a) and the total amount owned (t).
-Next we check the zanmato def.chrt for the "z" value.
-Zanmto lv1 def = 1
-Next add 2 for the "o" valu since the OD bar was full.
-Now since the last step for the "r" value is random go ahead and add up the rest fist.
-Since we need x to be atleast 80, go ahead and enter in 80 for "x"
-Subtract 39 from both sides
-Now you see what the minimum the randon factor (r) must be for youto get Zanmato.
Training as a Summoner:
m + c * (0.75 + (a * 0.5 / t) * z + o + r = x
30 + 7 * (0.75 + (100,000 * 0.5/100,000) * 1 + 2 + r = x
37 * (0.75 + 0.5) * 1 + 2 + r = x
37 * 1.25 * 1 + 2 + r = x (round 1.25 to 1)
39 + r = x
39 + r = 80
r = 41
This means if the random factor is 41~63 you get Zanmato
If it isn't, the whole calculation will be made one more time, but the enemy's Zanmatô Lv. will be considered to be 1 this time and according to the new result an attack from the chart below will be used.
0~31 = Daigorô
32~47 = Kozuka
48~63 =Wakizashi (one enemy)
64+ =Wakizashi (all enemies)
Since we already were calculating the Zanmato def. to be one we dont have to re-calculate. So if "r" was...
0~8 then Kozuka
9~24 then Wakaizashi (one enemy)
25~63 then Wakaizashi (all enemies)
To destroy fiends:
m + c * z + o + r = x
To defeat the strongest of enemies:
m + c * Z + o + r = x
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Conclusion:
As you can see this just shows you the probability of Yojimbo using Zanmato. There is no exact way since there is a random factor. This all is merely to help you understand how it works and the factors involved.
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Additional Information:
Yojimbo may attack without being paid.
The odds are:
Compatibility / 1024.
When he does attack without being paid, the kind of attack is decided as follows:
[Compatibility / 4]
[round off by ignoring what's after the decimal]
+ 0~63 (random)
If the result is:
0~31 = "Daigoro" attack
32~47 = "Kozuka" attack
48~63 = "Waizashi" (one enemy)
64~79 = "Wakizashi" (all enemies)
80+ = "Zanmato" - if enemy's Zanmato Lv. is 1 otherwise he uses his "Wakizashi" (all enemies)
That means that if you Compatibility parameter reached its limit (255), Yojimbo will attack without being paid 1 time out of 4, and will use either Wakizashi or Zanmato.
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Enemy Zanmato Defense Guide
Zanmato Def. Level One
Achelous
Aerouge
Ahriman
Alcyone
Anacondaur
Aqua Flan
Bandersnatch
Bashura
Basilisk
Bat Eye
Bite Bug
Black Element
Blue Element
Bomb (2 types)
Buer
Bunyip
Cave Iguion
Chimera (2 types)
Chimera Brain
Coeurl
Condor
Dark Element
Dark Flan
Defender
Defender X
Defender Z
Demonolith
Dingo
Dinonix
Dual Horn (2 Types)
Epaaj
Evil Eye (2 Types)
Exoray
Fallen Monk (2 Types)
Flame Flan
Floating Death
Floating Eye
Funguar
Gandarva
Garm
Garuda (3 Types)
Gemini
Ghost
Gold Element
Grat
Grenade
Grendel
Grothia
Guado Guardian(sometimes Lv.4) (3 Types)
Halma
Ice Flan
Iguion
Imp
Ipiaria
Iron Giant
Killer Bee
Klikk
Kusariqqu
Lamashtu
Land Worm
Larva
Lord Ochu
Macea
Maelspike
Mafdet
Magic Urn
Mandragora
Master Coeurl
Master Tonberry
Maze Larva
Mech Defender
Mech Guard
Mech Gunner
Mech Hunter
Mech Leader
Mech Scouter
Melusine
Mi'ihen Fang
Murussu
Mushussu
Nebiros
Nidhogg
Ochu
Octopus
Ogre
Phlegyas
Piranha
Puroboros
Ragora
Raldo
Raptor
Red Element
Remora
Sahagin (3 Types)
Sahagin Chief
Sandragora
Sand Wolf
Sand Worm
Shred
Simurgh
Sinscale(Underwater Sinscale is Lv.4) (3 Types)
Sinspawn: Ammes
Skoll
Snow Flan
Snow Wolf
Spathi
Spirit
Splasher
Swamp Mafdet
Thorn
Thunder Flan
Tonberry
Valaha
Varuna
Vouivre (2 Types)
Warrior Monk (2 Types)
Wasp
Water Flan
Wendigo
White Element
Worker
Wraith
Xiphos
YAT-97
YAT-99
Yellow Element
YKT-11
YKT-63
Yowie
Zaurus
Zu (2 Types)
Zanmato Def. Level Two
Barbatos
Behemoth
Behemoth King
Cactuar
Great Marlboro
Marlboro
Quatuar
Zanmato Def. Level Three
Adamantoise
Anima
Zanmato Def. Level Four
Arms
Biran Ronso
Chocobo Eater
Crawler
Evrae
Evrae Altana
Extractor
Geneaux's Tentacle
Geosgaeno
Guado Guardian(Sometimes Lv.1)
Head
Kimahri
Left Fin
Mimic (4 Types)
Mortibody
Mortivessel
Negator
Oblitzerator
Omega Weapon
Pterya
Right Fin
Sanctuary Keeper
Seymour
Seymour Flux
Seymour Natus
Seymour Omnis
Sin(Fin)
Sin(Core)
Sin(Head)
Sinscale(Underwater)
Sinspawn: Echuilles
Sinspawn: Genais
Sinspawn: Geneaux
Sinspawn Gui
Spectral Keeper
Spherimorph
Tros
Ultima Weapon
Yenke Ronso
Yunalesca
Zanmato Def. Level Five
All Monster Arena bosses are Resistance Level 5.
I bet you are all now even more confused..lol! ^_~