Final Fantasy 1 Critical Hit Rate Fix DoS Equipment

Ever since the original Famicom version of Final Fantasy 1 there has existed a bug with regards to
critical hit rates for weapons. Instead of using the intended crit hit rate the game would refer
to the weapon's index number. 

This patch deals with the issue that was resumed with the Dawn of Souls exclusive weapons by 
extrapolating the intended crit hit rate pattern from the Famicom/NES version weapon and applying
it to the Dawn of Souls weapons. Katana-style weapons rank higher, while all staves have 1% and 
knives have 5%. It only does anything to the equipment new to Dawn of Souls. You can apply both 
this patch and the original weapon patch to the same ROM without any issue however.

The table below shows the index numbers versus the intended rate (which is what this patch
changes them to).

39 - Ragnarok - 5
50 - Murasame - 30
37 - Lightbringer - 5
20 - Rune Staff - 1
20 - Judgment Staff - 1
30 - Dark Claymore - 10
26 - Duel Rapier - 10
28 - Braveheart - 5
29 - Deathbringer - 10
18 - Enhancer - 5
26 - Gigantaxe - 3
16 - Viking Axe - 3
00 - Rune Axe (uses 25 MP for guaranteed crits) (unchanged)
20 - Ogrekiller - 3
30 - Kikuichimonji - 30
25 - Asura - 25
21 - Kotetsu - 20
15 - War Hammer - 1
35 - Assassin Dagger - 5
31 - Orichalcum - 5
25 - Mage Masher - 5
26 - Gladius - 10
15 - Sage's Staff - 1

I did not mess with Ultima Weapon as I am unsure if it relies on Current HP for critical hit
rate like it does for accurate and attack power.