Difference between revisions of "FF7/DamageFormula"
my_wiki>Akari (→Damage Formula's description) |
my_wiki>Akari (→Damage Formula's description) |
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== Damage Formula's description == | == Damage Formula's description == | ||
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+ | 0xA1: | ||
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+ | Prepare Function 0x0 | ||
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+ | Prepare Function 0x2 | ||
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+ | Damage Function 0x1 | ||
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+ | if current hp less then max hp / 4 then damage = damage * 2. | ||
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+ | if attacker in death sentence then damage = damage * 2. | ||
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Prepare Function 0x2 | Prepare Function 0x2 | ||
− | power_modifier = total_level_of_all_enemy_target / number_of_enemy_target | + | 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) | (this only use enemy units from 4 to 10 that includes in target mask after all preparation) | ||
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Prepare Function 0x2 | Prepare Function 0x2 | ||
− | power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier) | + | power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier). |
Damage Function 0x1 | Damage Function 0x1 | ||
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Prepare Function 0x2 | Prepare Function 0x2 | ||
− | power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier) | + | power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier). |
Damage Function 0x1 | Damage Function 0x1 | ||
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Prepare Function 0x2 | Prepare Function 0x2 | ||
− | power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16) | + | 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) | (total_ap is no more than ap needed for max star, so underwater materia won't work) | ||
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Prepare Function 0x2 | Prepare Function 0x2 | ||
− | power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16) | + | power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16). |
Damage Function 0x1 | Damage Function 0x1 | ||
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Prepare Function 0x2 | Prepare Function 0x2 | ||
− | power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16) | + | power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16). |
Damage Function 0x1 | Damage Function 0x1 |
Revision as of 21:47, 23 October 2008
Damage Formula's description
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 * 2.
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