Difference between revisions of "FF7/DamageFormula"

From Final Fantasy Inside
< FF7
Jump to navigation Jump to search
my_wiki>Akari
(Damage Formula's description)
my_wiki>Akari
(Damage Formula's description)
Line 29: Line 29:
  
 
if attacker in death sentence then damage = damage * 4.
 
if attacker in death sentence then damage = damage * 4.
 +
 +
 +
 +
0xA2:
 +
 +
Prepare Function 0x0
 +
 +
Prepare Function 0x2
 +
 +
Damage Function 0x1
 +
 +
damage = damage * (1 + number_of_dead_player_units).
  
  

Revision as of 22:59, 23 October 2008

Damage Formula's description

0xA0:

Prepare Function 0x0

Prepare Function 0x2

Damage Function 0x1

damage = damage * (1 + number_of_status1 + 2 * number_of_status2).

number_of_status1 are calculated as sum of attacker statuses darkness, slow, silence, sadness, poison, near death.

number_of_status2 are calculated as sum of attacker statuses death sentence, slow-numb.


0xA1:

Prepare Function 0x0

Prepare Function 0x2

Damage Function 0x1

if current hp less then max hp / 4 then damage = damage * 2.

if attacker in death sentence then damage = damage * 4.


0xA2:

Prepare Function 0x0

Prepare Function 0x2

Damage Function 0x1

damage = damage * (1 + number_of_dead_player_units).


0xA3:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = total_level_of_all_enemy_target / number_of_enemy_target.

(this only use enemy units from 4 to 10 that includes in target mask after all preparation)

Damage Function 0x1


0xA4:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier).

Damage Function 0x1


0xA5:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier).

Damage Function 0x1


0xA6:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16).

(total_ap is no more than ap needed for max star, so underwater materia won't work)

Damage Function 0x1



0xA7:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16).

Damage Function 0x1


0xA8:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16).

Damage Function 0x1