Difference between revisions of "FF7/DamageFormula"
my_wiki>Akari (→Damage Formula's description) |
my_wiki>Akari (→Damage Formula's description) |
||
Line 4: | Line 4: | ||
0x11: | 0x11: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
Damage Function 0x1 | Damage Function 0x1 | ||
− | |||
0xA0: | 0xA0: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
Damage Function 0x1 | Damage Function 0x1 | ||
Line 30: | Line 29: | ||
0xA1: | 0xA1: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
Damage Function 0x1 | Damage Function 0x1 | ||
Line 44: | Line 43: | ||
0xA2: | 0xA2: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
Damage Function 0x1 | Damage Function 0x1 | ||
Line 56: | Line 55: | ||
0xA3: | 0xA3: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
power_modifier = total_level_of_all_enemy_target / number_of_enemy_target. | power_modifier = total_level_of_all_enemy_target / number_of_enemy_target. | ||
Line 70: | Line 69: | ||
0xA4: | 0xA4: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier). | power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier). | ||
Line 82: | Line 81: | ||
0xA5: | 0xA5: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier). | power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier). | ||
Line 94: | Line 93: | ||
0xA6: | 0xA6: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16). | power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16). | ||
Line 109: | Line 108: | ||
0xA7: | 0xA7: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16). | power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16). | ||
Line 121: | Line 120: | ||
0xA8: | 0xA8: | ||
− | Prepare Function 0x0 | + | Prepare Function 0x0 (calculate physical hit chance) |
− | Prepare Function 0x2 | + | Prepare Function 0x2 (calculate critical chance) |
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 20:47, 21 December 2008
Damage Formula's description
0x11:
Prepare Function 0x0 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
Damage Function 0x1
0xA0:
Prepare Function 0x0 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
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 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
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 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
Damage Function 0x1
damage = damage * (1 + number_of_dead_player_units).
0xA3:
Prepare Function 0x0 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
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 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier).
Damage Function 0x1
0xA5:
Prepare Function 0x0 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier).
Damage Function 0x1
0xA6:
Prepare Function 0x0 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
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 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16).
Damage Function 0x1
0xA8:
Prepare Function 0x0 (calculate physical hit chance)
Prepare Function 0x2 (calculate critical chance)
power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16).
Damage Function 0x1