65
edits
Changes
From Final Fantasy Inside
m
|style! Upper Value! Considerations! Lower Value! Formula [Damage ="background:rgb(255,255,255)" align="center" | 0x00]! Sadness Check|style="background:rgb(255,255,255)" | No ! Split Damage Calculation! Barrier Check! Variance
<br/>NOTENOTES: For A0h base strength is the X8 special formula, the game will "grant" between two and six dice based on level (one additional for every ten levels above 20, max 6). The values of each of these dice will be added and then multiplied by the greatest number of repeating values (1 + (Number not the number of Status Effects User has out occurrences of the highest value).Ex: The values 2, 3, 5, 5, 2, 2 come up. The values are added (19) then, since there are three twos, it is multiplied by three.For A0 damage multiplier, the multiplier is increased by one for the followingeffects on the user: * Near-death, * Poison, * Sadness, * Silence, * Slow, * Darkness) + (2 * Number if Status Effects User has out of and increased by two for the following: * D.Sentence, * Slow-numb) ) For A6 multiplier, Mastered Materia will use the highest level of AP they can hold.ex. When Knights of Round is mastered, its AP is set to 16,777,215 in the materia menu. Since KoR's level 5 AP requirement is 500,000 only 500,000 will be considered in the total.
As Any damage formula on an exception to the above rulesattack can still set status, 37h and 47h are used as but standard damage calculations for items. Damage formula 0X will not apply any visual changes due to target is calculated normally while ignoring M/Barriereffects.
Values 29h Ex. Midgar Zolom's "Change" attack is not used in the gamedamage type 00h, but have been shown gets set to produce poison him when he uses it. He will not glow green until he is targeted by another command that resultis not damage type 00h.
33 revisions imported
In Attacks, Items, and Weapons there exists a single byte that tells the Battle Engine how to calculate damage. This is a list of known values with their effects based on Base Damage. They are classified into Physical, Magical, an attack's set Power and Exactthe characters stats. Physical and Magical will rely on the caster's Strength "Attack" and "Magic Attack" stat respectively to calculate base damage. After modification it This byte is multiplied by a random variance divided into two nybbles ([224four bits)..255]Upper Nybble determines what considerations are made in calculating damage such as physical/256 or something similar)magical, allowing criticals, how to calculate accuracy, etc. These will There are also trigger Physical and Magical Counter Attacks respectivelythree sets of known formulae that are paired with the Upper nybble values. Exact is just what it sounds like. They do not have a base damage calculation. The entire damage comes from exactly These are selected in the formula shown Lower Nybble and is applied determine how to the target without calculate pre-defense damage. Actual calculation includes a random variance (though element is still taken into account[3841..4096] / 4096), a reduction based on a target's "Defense" or "Magic Defense" stats, and other status-related modifications depending on the type of damage. These will not also trigger Physical or and Magical Counter Attacks, but will trigger General Counter Attacks such as Adamantoise's Light Shellrespectively. For more details, these can be considered Base Damage Modifiers as described in Terence Fergusson's [http://www.gamefaqs.com/console/psx/file/197341/22395 Battle Mechanics FAQ].<br/>''Akari has begun a more detailed This [[FF7https://wiki.ffrtt.ru/index.php/DamageFormula|more accurate damage formula page]]contains more detailed information.'' {| border="0" cellpadding="3" cellspacing="1" style="background: rgb(0,0,0)" align="center"! style="background:rgb(204,204,204); width=50px;" align="center" | Value! style="background:rgb(204,204,204)" colspanclass="2wikitable" | Effect
|-
|-
|style="background:rgb(2550X| Physical,255,255)" align="center" 100% hit rate| X0| No Damage calculation| <br/>| 0x08<br/>|style="background:rgb(255,255,255)" <br/>| Exact target's HP & MP by (Strength <br/ 32)%>
|-
|style="background:rgb(2551X| Physical,255Use PAccuracy,255)" align="center" Allow Critical| 0x11X1|style="background:rgb(255,255,255Power / 16) * (Stat + [(Level + Stat)" | Physical / 32] * [(Strength Level * Stat) / 1632])| Yes| Yes| Yes| Yes
|-
|style="background:rgb(2552X| Magical,255,255)" align="center" Use MAccuracy| 0x22X2|style="background:rgb(255,255,255Power / 16)" | Magical * ((Strength / 16Lvl + Stat) * 6)| Yes| Yes| Yes| Yes
|-
|style="background:rgb(2553X| Physical,255,255)" align="center" 100% hit rate| 0x23X3|style="background:rgb(255,255,255)" | Exact target's HP * (Strength Power / 32)| <br/>| <br/>| <br/>| <br/>
|-
|style="background:rgb(2554X| Magical,255,255)" align="center" 100% hit rate| 0x24X4|style="background:rgb(255,255,255)" | Exact target's MHP * (Strength Power / 32)| <br/>| <br/>| <br/>| <br/>
|-
|style="background:rgb(2555X| Magical,255,255)" align="center" 100% hit rate| 0x25X5|style="background:rgb(255,255,255Power * 22)" | Magical +(Strength (Level + Stat) * 226)| <br/>| Yes| Yes| Yes
|-
|style="background:rgb(255,2558X| Magical,255)" alignHit chance MOD target level ="center" hit| 0x26X6|style="background:rgb(255,255,255)" | Exact (Strength Power * 20)| <br/>| <br/>| <br/>| <br/>
|-
|style="background:rgb(2559X| Magical,255,255)" align="centerManipulate" accuracy| X7| Power / 32| <br/>| 0x29<br/>|style="background:rgb(255,255,255)" <br/>| Exact always 1 Damage(?)Yes
|-
|style="background:rgb(255BX| Physical,255,255)" align="center" use PAccuracy| X8| Recovery| <br/>| 0x37<br/>|style="background:rgb(255,255,255)" <br/>| Physical [Base] = (Strength * 16); Ignores Barrier<br/>
|-
|style="background:rgb(255204,255204,255)" rowspan="2" colspan="2" align="center" | 0x47|style="background:rgb(255,255,255)" X9| Throw| <br/>| <br/>| <br/>| Magical [Base] = (Strength * 16); Ignores MBarrier<br/>
|-
|style="background:rgb(255,255,255)" align="center" XA| 0x50Coin|style="background:rgb(255,255,255)" <br/>| No Damage Calculation<br/>|-<br/>|style="background:rgb(255,255,255)" align="center" | 0x60|style="background:rgb(255,255,255)" | Exact caster's HP<br/>
|-
|style="background:rgb(255,255,255)" align="center" | 0x61 |style="background:rgb(255,255,255)" | Exact caster's MHP - HP
|-
| 6X| Physical, Use PAccuracy, Allow Critical, Special Formulae| X0| 100% User's HP|style="background:rgb(255204,255204,255)" alignrowspan="18" colspan="center4" | 0x68|stylealign="background:rgb(255,255,255)center" | Exact random x 100 (Dice)
|-
|style="background:rgb(2557X| Magical,255Use MAccuracy,255)" align="center" Special Formulae| 0x69X1|style="background:rgb(255,255,255)" | Exact number of EscapesUser's MHP - HP
|-
|style="background:rgb(255204,255204,255)" rowspan="6" colspan="2" align="center" | 0x6A|style="background:rgb(255,255,255)" X8| Exact reduces Target's HP to 1Dice Roll<sup>[NOTE]</sup> x 100
|-
|style="background:rgb(255,255,255)" align="center" | 0x6BX9|style="background:rgb(255,255,255)" | Exact number Number of hours on game clock Escapes * 100 + number of minutes in game clock256
|-
|style="background:rgb(255,255,255)" align="center" | 0x6CXA|style="background:rgb(255,255,255)" | Exact 10 x Target's KillsHP - 1
|-
|style="background:rgb(255,255,255)" align="center" | 0x6DXB|style="background:rgb(255,255,255)" | Exact 1111 x Target's MateriaNumber of hours on game clock * 100 + number of minutes in game clock
|-
|style="background:rgb(255,255,255)" align="center" | 0x83XC|style="background:rgb(255,255,255)" | Exact HP * (Strength / 32) if level MOD Attack% = 010 x Target's Kills
|-
|style="background:rgb(255,255,255)" align="center" | 0x96XD|style="background:rgb(255,255,255)" | Exact caster1111 x Target's HP/2 [Exact]Materia
|-
|style="background:rgb(255,255,255)" align="center" | 0xA0|style="background:rgb(255,255,255)" | Physical based on User's Status Effects*
|-
|style="background:rgb(255AX| Same as 11h,255,255)" align="center" but allow alterations to the final damage or power of attack| 0xA1X0|style="background:rgbDamage * (255,255,2551 + [User's Status Effects <sup>See NOTE</sup>])" | Physical Power up when Near-Death
|-
|style="background:rgb(255204,255204,255)" rowspan="8" colspan="2" align="center" | 0xA2|style="background:rgbX1| Damage * (2552 if Near-Death,2554 if in D.Sentence [can stack to 8],255)" | Physical (1 + Dead Alliesif neither)
|-
|style="background:rgb(255,255,255)" align="center" | 0xA3X2|style="background:rgb(255,255,255)" | Physical Damage * (Target's Level / 161 + Dead Allies)
|-
|style="background:rgb(255,255,255)" align="center" | 0xA4X3|style="background:rgb(255,255,255)" | Physical (1 + [48 * HP/MHP]) / 16Power becomes average of all Targets' Levels
|-
|style="background:rgb(255,255,255)" align="center" | 0xA5X4|style="background:rgbPower becomes 1 + (255,255,255)" | Physical (1 + [48 Power * 3 * MPHP ) /MMP]MHP ) / 16
|-
|style="background:rgb(255,255,255)" align="center" | 0xA6X5|style="background:rgbPower becomes 1 + (255,255,255( Power * 3 * MP )" | Physical (1 + [AP on Weapon? / 10000]MMP ) / 16
|-
|style="background:rgb(255,255,255)" align="center" | 0xA7X6|style="background:rgbPower becomes 1 + (255,255,255)" | Physical (10 + [Character's Kills Power * [AP on Weapon <sup>See NOTE</sup> / 128]) 10000] / 16)
|-
|style="background:rgb(255,255,255)" align="center" | 0xA8X7|style="background:rgbPower becomes 10 + (255,255,255[Character's Kills / 128] * Power)" | Physical (1 + [Limit Level * Limit Units / 16]) / 16
|-
|style="background:rgb(255,255,255)" align="center" | 0xB1X8|style="background:rgbPower becomes 1 + (255,255,255[Limit Level * Limit Units / 16] * Power )" | Physical (Strength / 16); No random criticals
|}