The above two correspond, but beyond that, nothing else matches up.
Using Zach Keene's stuff, I found initial character data, but it's there twice, and I keep screwing up my calculations so I never dump it just right. You can find it in the SaGa Frontier 2 spreadsheet thread at verve fanworks.
Here is Faust Wolf's forum: http://www.verve-fanworks.com/SMF/index.php#3
And here is my board, Furdo's Workspace, where you can download OpenOffice.org spreadsheets. http://www.verve-fanworks.com/SMF/index.php?board=21.0
While we're on the topic, I'll post a few random things I found out a few months ago:
Required USk for HP/WP/SP growth. http://forte.spacequadrat.de/home/sf2/growth.txt
Pick the first highest HP/WP/SP value that's less than or equal to your max HP/etc and then the next one to get the GrowthValue. If there is no such value, use 0 as GrowthValue, if you would've picked the entry after the last one, use 64.
Examples: HP of 340 would get GrowthValue 13 HP of 60 would get GrowthValue 0 HP of 998 would get GrowthValue 64 WP of 171 would get GrowthValue 60 I don't think you can get 61 for WP/SP
GrowthMod = USk - GrowthValue (capped at -15 and 15)
Now GrowthMod must be converted from [-15;15] to [0;300] using the following formula: GrowthMod = 150 * (1 + sin(6 * GrowthMod))
If (luckRand(0, 255) < GrowthCheck): - If HP was checked, it increases by a random amount between 4 and 7, caps at 999 - If WP/SP was checked, it increases by 1, caps at 250
AnimaUsed: How many different Anima a character used in battle. I think "weapon Anima" count towards that, e.g. Wood Spear is Wood Anima and Spear Anima
Notes for luckRand: a random integer between the specified values is selected (both inclusive) and then Luck/4 is subtracted from that.
Luck (min value 0, max value 100): +1 after each offsensive skill +2 per character after each battle Resets to 0 if an arte was sparked Halve if someone got a Statup event or an Arte was learned after battle (except weapon level ups) Behaves strangely/pretty random when in Duel
This is pretty much the same formula Terence outlined a while ago in Keene's thread: http://www.gamefaqs.com/boards/198538-saga-frontier-2/21659563?page=3
Weapon Level/Anima Level Growth
Exactly the same as the above formula, but with a different GrowthMod: GrowthMod = USk - CurrentWeapon(or Anima)Level + Weapon(or Anima)Growth (capped at [-15;15] again) Now GrowthMod must be converted from [-15;15] to [0;300] using the following formula: GrowthMod = 150 * (1 + sin(6 * GrowthMod)) GrowthCheck = GrowthMod / (4 + AnimaUsed)
If (luckRand(0, 255) < GrowthCheck): - Level increases by 1, caps at 63
Party Battle Sparking SparkingChance = FSk - Difficulty (interval is [-10;10]) SparkingChance = Proficiency * (1 + sin(9 * SparkingChance))
If (luckRand(0, 255) < SparkingChance) Spark the Arte
Proficiency is 25 is the character has a + for the used weapon and 10 if he/she doesn't. IIRC, Proficiency is only for sparking Arts, it does not increase/decrease chances of weapon level ups (as seen above) and does not influence damage.
Same as above, but FSk - Difficulty is capped at -15 and 15.
Zach Keene mentioned that Cross Slash can't spark anything, but it seems pretty normal to me. What it can spark is: 121: Cross Slash ->126: Mist Double (20) ->12A: Cross Break (22) ->12B: Slice And Dice (27) ->12C: Dragon Tail (30) ->12E: Heaven And Hell (33) ->138: Multi Way (47)
Scene drop chances: #1: 100% #2: 16% #3: 8% #4: 1%
Enemy drop chances: First slot: 8% Second slot: 1%
If anyone's interested, Luck is stored at 0x801FBB64 and the ID of what you're fighting is at 0x800103B4 Keene Starts with 251h for the first ID, which is 0 for the address.