Difference between revisions of "FF7/DamageFormula"
my_wiki>NFITC1 m (→Damage Calculations: That didn't make much sense, did it?) |
my_wiki>NFITC1 m (I'll come back to this later too) |
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== Damage Formula's description == | == Damage Formula's description == | ||
+ | <!-- 0X = 8 none (always hit)--> | ||
+ | <!-- 1X = 0, 2 physical, isCritical--> | ||
+ | <!-- 2X = 1 magical--> | ||
+ | <!-- 3X = 3 none (always hit)--> | ||
+ | <!-- 4X = 4 none (always hit)--> | ||
+ | <!-- 5X = 5 none (always hit)--> | ||
+ | <!-- 6X = 0, 2 physical, isCritical--> | ||
+ | <!-- 7X = 2 iscritical--> | ||
+ | <!-- 8X = 1 magical--> | ||
+ | <!-- 9X = 7 LevelBasedAccuracy--> | ||
+ | <!-- AX = 6 manipulate--> | ||
+ | <!-- BX = 0, 2 physical, isCritical--> | ||
+ | <!-- CX = 8 none (always hit)--> | ||
+ | <!-- DX = 8 none (always hit)--> | ||
+ | <!-- EX = 8 none (always hit)--> | ||
+ | <!-- FX = 8 none (always hit)--> | ||
0x11: | 0x11: |
Revision as of 22:30, 12 January 2012
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
Damage Calculations
For standard damage functions
X0:
- Sets Target's 02h flag to 1. (Unknown effect)
X1:
- If Attack is set as "Always critical" then make damage physical type
- x = Attacker's level * attacker's damage stat (depending on physical or magic type)
- x = (x + Attacker's level AND 31) >> 5
- y = Attacker's level + attacker's damage stat (depending on physical or magic type)
- y = (y + Attacker's level AND 31) >> 5
- z = attacker's damage stat + (x * y)
- z = z * ( 512 - target's defense ) * attack's power
- Damage = z / 16
- If attack is Berserk and Attack is Physical: Damage = Damage * 3 / 2
- If target is in Confu status, set target to un-confuse
- If target is in Fury, Damage = Damage / 2
- If attack is back-attack attack: Damage = Damage * (back attack modifier / 8)
- If attacker is in Frog: Damage = Damage / 4
- If target is in Sadness: Damage = Damage - (Damage * 3 / 10)
- "Split Damage" -pending
- If target has barrier appropriate to attack: Damage = Damage / 2
- Damage = Damage * (0x5DE8BF / 100)?
- If attacker is Mini'd: Damage = 0
- Damage = Max( Damage * [3841..4096] / 4096 , 1 )