Difference between revisions of "FF7/Battle/Damage Calculation"
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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 on Base Damage. They are classified into Physical, Magical, and Exact. Physical and Magical will rely on the caster's Strength and Magic stat respectively to calculate base damage. After modification it is multiplied by a random variance ([224..255]/256 or something similar). These will also trigger Physical and Magical Counter Attacks respectively. Exact is just what it sounds like. They do not have a base damage calculation. The entire damage comes from exactly the formula shown and is applied to the target without defense calculation (though element is still taken into account). These will not trigger Physical or Magical Counter Attacks, but will trigger General Counter Attacks such as Adamantoise's Light Shell. | 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 on Base Damage. They are classified into Physical, Magical, and Exact. Physical and Magical will rely on the caster's Strength and Magic stat respectively to calculate base damage. After modification it is multiplied by a random variance ([224..255]/256 or something similar). These will also trigger Physical and Magical Counter Attacks respectively. Exact is just what it sounds like. They do not have a base damage calculation. The entire damage comes from exactly the formula shown and is applied to the target without defense calculation (though element is still taken into account). These will not trigger Physical or Magical Counter Attacks, but will trigger General Counter Attacks such as Adamantoise's Light Shell. | ||
− | 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]. | + | 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 [[FF7/DamageFormula|damage formula page]].'' | |
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Revision as of 19:32, 7 November 2008
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 on Base Damage. They are classified into Physical, Magical, and Exact. Physical and Magical will rely on the caster's Strength and Magic stat respectively to calculate base damage. After modification it is multiplied by a random variance ([224..255]/256 or something similar). These will also trigger Physical and Magical Counter Attacks respectively. Exact is just what it sounds like. They do not have a base damage calculation. The entire damage comes from exactly the formula shown and is applied to the target without defense calculation (though element is still taken into account). These will not trigger Physical or Magical Counter Attacks, but will trigger General Counter Attacks such as Adamantoise's Light Shell.
For more details, these can be considered Base Damage Modifiers as described in Terence Fergusson's Battle Mechanics FAQ.
Akari has begun a more detailed damage formula page.
Value | Effect | |
---|---|---|
0x00 | No Damage Calculation | |
0x08 | Exact target's HP & MP by (Strength / 32)% | |
0x11 | Physical (Strength / 16) | |
0x22 | Magical (Strength / 16) | |
0x23 | Exact target's HP * (Strength / 32) | |
0x24 | Exact target's MHP * (Strength / 32) | |
0x25 | Magical +(Strength * 22) | |
0x26 | Exact (Strength * 20) | |
0x29 | Exact always 1 Damage(?) | |
0x37 | Physical [Base] = (Strength * 16); Ignores Barrier | |
0x47 | Magical [Base] = (Strength * 16); Ignores MBarrier | |
0x50 | No Damage Calculation | |
0x60 | Exact caster's HP | |
0x61 | Exact caster's MHP - HP | |
0x68 | Exact random x 100 (Dice) | |
0x69 | Exact number of Escapes | |
0x6A | Exact reduces Target's HP to 1 | |
0x6B | Exact number of minutes in game clock | |
0x6C | Exact 10 x Target's Kills | |
0x6D | Exact 1111 x Target's Materia | |
0x83 | Exact HP * (Strength / 32) if level MOD Attack% = 0 | |
0x96 | Exact caster's HP/2 [Exact] | |
0xA0 | Physical based on User's Status Effects* | |
0xA1 | Physical Power up when Near-Death | |
0xA2 | Physical (1 + Dead Allies) | |
0xA3 | Physical (Target's Level / 16) | |
0xA4 | Physical (1 + [48 * HP/MHP]) / 16 | |
0xA5 | Physical (1 + [48 * MP/MMP]) / 16 | |
0xA6 | Physical (1 + [AP on Weapon? / 10000]) / 16 | |
0xA7 | Physical (10 + [Character's Kills / 128]) / 16 | |
0xA8 | Physical (1 + [Limit Level * Limit Units / 16]) / 16 | |
0xB1 | Physical (Strength / 16); No random criticals |
NOTE: For A0h base strength is multiplied by (1 + (Number of Status Effects User has out of the following: Near-death, Poison, Sadness, Silence, Slow, Darkness) + (2 * Number if Status Effects User has out of the following: D.Sentence, Slow-numb) )
As an exception to the above rules, 37h and 47h are used as damage calculations for items. Damage to target is calculated normally while ignoring M/Barrier.
Values 29h and 6Bh are not used in the game, but have been shown to produce those results.