Difference between revisions of "FF7/Battle/Damage Calculation"
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Revision as of 22:00, 20 December 2011
In Attacks, Items, and Weapons there exists a single byte that tells the Battle Engine how to calculate damage based on an attack's set Power and the characters stats. Physical and Magical will rely on the caster's "Attack" and "Magic Attack" stat respectively to calculate base damage. This byte is divided into two nybbles (four bits). Upper Nybble determines what considerations are made in calculating damage such as physical/magical, allowing criticals, how to calculate accuracy, etc. There are also three sets of known formulae that are paired with the Upper nybble values. These are selected in the Lower Nybble and determine how to calculate pre-defense damage. Actual calculation includes a random variance ([3841..4096] / 4096), a reduction based on a target's "Defense" or "Magic Defense" stats, and other status-related modifications depending on the type of damage. These will also trigger Physical and Magical Counter Attacks respectively.
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.
Upper Value | Considerations | Lower Value | Formula [Damage = ] |
---|---|---|---|
0X | Physical, 100% hit rate, no Critial | X0 | No Damage calculation |
1X | Physical, Use Accuracy, Allow Critical | X1 | (Power / 16) * (Stat + [(Level + Stat) / 32] * [(Level * Stat) / 32]) |
2X | Magical, Use Accuracy | X2 | (Power / 16) * ((Lvl + Stat) * 6) |
3X | Physical, 100% hit rate, ignore Barrier | X3 | HP * (Power / 32) |
4X | Magical, 100% hit rate, ignore MBarrier | X4 | MHP * (Power / 32) |
5X | Magical, 100% hit rate, ignore MBarrier | X5 | (Power * 22) + ((Level + Stat) * 6) |
8X | Magical, Hit chance MOD target level = hit, no def | X6 | Power * 20 |
BX | Physical, use Accuracy, no Critial | X7 | Power / 32 |
X8 | Recovery | ||
X9 | Throw | ||
XA | Coin | ||
6X | Physical, Use Accuracy, Allow Critical, Skip Defense, Special Formulae | X0 | 100% User's HP |
7X | Magical, Use Accuracy, Skip Defense, Special Formulae | X1 | User's MHP - HP |
9X | Magical, use Manipulate Accuracy, Skip Defense, Allow Critial | X6 | User's HP/2 |
X8 | Dice Roll[NOTE] x 100 | ||
X9 | Number of Escapes | ||
XA | Target's HP - 1 | ||
XB | Number of hours on game clock * 100 + number of minutes in game clock | ||
XC | 10 x Target's Kills | ||
XD | 1111 x Target's Materia | ||
AX | Same as 1Xh, but allow multipliers | X0 | Damage * [User's Status Effects See NOTE] |
X1 | Damage * (3 if user is Near-Death, 1 otherwise) | ||
X2 | Damage * (1 + Dead Allies) | ||
X3 | Damage * (Average of all Targets' Levels / 16) | ||
X4 | Damage * (1 + [48 * HP/MHP]) / 16 | ||
X5 | Damage * (1 + [48 * MP/MMP]) / 16 | ||
X6 | Damage * (1 + [AP on Weapon / 10000]) / 16 | ||
X7 | Damage * (10 + [Character's Kills / 128]) / 16 | ||
X8 | Damage * (1 + [Limit Level * Limit Units / 16]) / 16 |
NOTES:
For the X8 special formula, the game will "grant" between two and six dice based on level (one additional for every ten levels above 20, max 6).
The values of each of these dice will be added and then multiplied by the greatest number of repeating values (not the number of occurrences of the highest value).
Ex: The values 2, 3, 5, 5, 2, 2 come up. The values are added (19) then, since there are three twos, it is multiplied by three.
For A0 damage multiplier, the multiplier is increased by one for the following effects on the user:
- Near-death
- Poison
- Sadness
- Silence
- Slow
- Darkness
and increased by two for the following:
- D.Sentence
- Slow-numb
Any damage formula on an attack can still set status, but standard damage formula X0 will not apply any visual changes due to effects.
Ex.
Midgar Zolom's "Change" attack is damage type 00h, but gets set to poison him when he uses it. He will not glow green until he is targeted by another command that is not damage type 00h.