Difference between revisions of "FF7/DamageFormula"

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m (off by a few bytes)
my_wiki>NFITC1
(Added detailed damage calculations. Accuracy functions will have to wait.)
Line 145: Line 145:
  
  
===Damage Calculations===
+
==Damage Calculations==
 
For standard damage functions
 
For standard damage functions
  
 
X0:
 
X0:
 
:Sets Target's 02h flag to 1. (Unknown effect)
 
:Sets Target's 02h flag to 1. (Unknown effect)
 +
----
 +
X1:
 +
:If Attack Property "Always Critical" is Set
 +
::Set Critical Damage Flag
 +
:End If
 +
 +
:x = ( Actor's Level * Actor's (M)Attack ) / 32
 +
:y = ( Actor's Level + Actor's (M)Attack ) / 32
 +
:z = Actor's (M)Attack + ( x * y )
 +
:z = z * ( 512 - target's defense ) * Attack's Power
 +
:Damage = z / 4096
 +
 +
:If Critical Damage Flag is set
 +
::Damage = Damage * 2
 +
:End If
 +
 +
:If Actor's Statuses include Berserk
 +
::Damage = Damage * 3 / 2
 +
:End If
 +
 +
:Long_Range = 0
 +
:If Target is in Back Row
 +
::Set Long_Range = 1
 +
:End If
 +
:If Attack is Short Range OR Command is Enemy Attack
 +
::If Actor is in Back Row
 +
:::Long_Range = 1
 +
::End If
 +
:Else
 +
::Long_Range = 0
 +
:End If
 +
:If Long_Range != 0
 +
::Damage = Damage / 2
 +
:End If
 +
 +
:If Target is Defending
 +
::Damage = Damage / 2
 +
:End If
  
X1:
+
:If Target's Back is exposed
:If Attack is set as "Always critical" then make damage physical type
+
::Damage = Damage * ( Target's Back Attack Modifier / 8 )
 +
:End If
  
:x = Attacker's level * attacker's damage stat (depending on physical or magic type)
+
:If Actor's Statuses includes Frog
:x = (x + Attacker's level AND 31) >> 5
+
::Damage = Damage / 4
:y = Attacker's level + attacker's damage stat (depending on physical or magic type)
+
:End If
: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
+
:Damage = Sadness( Damage )
:If target is in Confu status, set target to un-confuse
+
:Damage = Split( Damage, 0 )
:If target is in Fury, Damage = Damage / 2
+
:Damage = Barrier( Damage )
: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 Actor's Statuses include Mini
:If attacker is Mini'd: Damage = 0
+
:: Damage = 0
:Damage = Max( Damage * [3841..4096] / 4096 , 1 )
+
:End If
 +
 
 +
:Damage = Variance( Damage )
 +
----
 +
X2:
 +
:multiNoSplit = ( ( ( Attack's Target Flags AND Ch ) - 4 ) == 0 ? 1 : 0 )
 +
:Base = (Actor's Attack + Actor's Level) * 6
 +
:Damage = (512 - Target's Defense) * Base * Attack's Power
 +
:Damage = Sadness( Damage )
 +
:Damage = SplitDamage( Damage, multiNoSplit )
 +
:Damage = Barrier( Damage )
 +
:Damage = Variance( Damage )
 +
----
 +
X3:
 +
:If Attack Properties Damage MP is clear
 +
::Damage = Target's HP
 +
:Else
 +
::Damage = Target's MP
 +
:End If
 +
:Damage = Damage * Attack's Power / 32
 +
:If ActionData[AC] != 0 (?)
 +
::Damage = Damage / 2
 +
:End If
 +
:Damage
 +
----
 +
X4:
 +
:If Attack Properties Damage MP is clear
 +
::Damage = Target's MHP
 +
:Else
 +
::Damage = Target's MMP
 +
:End If
 +
:Damage = Damage * Attack's Power / 32
 +
:If ActionData[AC] != 0 (?)
 +
::Damage = Damage / 2
 +
:End If
 +
:Damage
 +
----
 +
X5:
 +
:Damage = (Actor's (M)Attack + Actor's Level) * 6 + (Attack's Power * 22)
 +
:Damage = SplitDamage( Damage )
 +
:Damage = Barrier( Damage )
 +
:Damage = Variance( Damage )
 +
----
 +
X6:
 +
:Damage = Attack's Power * 20
 +
----
 +
X7:
 +
:Damage = ( ( 512 - Target's Def ) * Attack's Power / 32 )
 +
:Damage = Variance( Damage )
 +
----
 +
X8:
 +
:If ActionData[0x230] AND 40h
 +
::ActionData[0x230] = 1
 +
:Else
 +
::ActionData[0x230] = 80h
 +
:End If
 +
----
 +
X9:
 +
:Actor's Attack = Actor's Strength * 2
 +
:Use Damage X1 with adjusted stat
 +
----
 +
XA:
 +
Damage = ( Attack's Power + Number of Targets - 1 ) / Number of Targets
 +
----
 +
Sadness( Damage ):
 +
:If Target's Status includes Sadness
 +
::Damage = Damage - (Damage * 3 / 10)
 +
:End If
 +
:Return Damage
 +
----
 +
SplitDamage( Damage, multiNoSplit ):
 +
:If multiNoSplit == 0
 +
::If No. of Attack's Targets >= 2
 +
:::Set Attack's split damage Target Flag
 +
::Else
 +
:::Set multiNoSplit == 1
 +
::End If
 +
:End If
 +
:If ActionData[0xAC] == 0
 +
::Damage = Damage / 2
 +
:Else
 +
::If multiNoSplit == 0
 +
:::Damage = Damage * 3 / 2
 +
::End If
 +
:End If
 +
:Return Damage
 +
----
 +
Barrier( Damage ):
 +
:If Attack Property "Physical" is 0
 +
::If Target's Statuses include MBarrier
 +
:::Set ActionData "MBarrier Active" flag
 +
::End If
 +
:Else
 +
::If Target's Statuses include Barrier
 +
:::Set ActionData "Barrier Active" flag
 +
::End If
 +
:End If
 +
:If ActionData "MBarrier Active" or "Barrier Active" flags are set
 +
::Damage = Damage / 2
 +
:End If
 +
:If attack is Magic and EnabledMagic[7] == 0 (?)
 +
::Damage = Damage + ( Damage * ( EnabledMagic[7] * (10 / 32) ) / 100 )
 +
:End If
 +
:Return Damage
 +
----
 +
Variance( Damage ):
 +
:Damage = Damage ([0..255] + 3841) / 4096 //from RNGLUT in KERNEL.BIN
 +
:If Damage == 0
 +
::Damage == 1
 +
:End If
 +
:Return Damage

Revision as of 20:22, 24 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 Property "Always Critical" is Set
Set Critical Damage Flag
End If
x = ( Actor's Level * Actor's (M)Attack ) / 32
y = ( Actor's Level + Actor's (M)Attack ) / 32
z = Actor's (M)Attack + ( x * y )
z = z * ( 512 - target's defense ) * Attack's Power
Damage = z / 4096
If Critical Damage Flag is set
Damage = Damage * 2
End If
If Actor's Statuses include Berserk
Damage = Damage * 3 / 2
End If
Long_Range = 0
If Target is in Back Row
Set Long_Range = 1
End If
If Attack is Short Range OR Command is Enemy Attack
If Actor is in Back Row
Long_Range = 1
End If
Else
Long_Range = 0
End If
If Long_Range != 0
Damage = Damage / 2
End If
If Target is Defending
Damage = Damage / 2
End If
If Target's Back is exposed
Damage = Damage * ( Target's Back Attack Modifier / 8 )
End If
If Actor's Statuses includes Frog
Damage = Damage / 4
End If
Damage = Sadness( Damage )
Damage = Split( Damage, 0 )
Damage = Barrier( Damage )
If Actor's Statuses include Mini
Damage = 0
End If
Damage = Variance( Damage )

X2:

multiNoSplit = ( ( ( Attack's Target Flags AND Ch ) - 4 ) == 0 ? 1 : 0 )
Base = (Actor's Attack + Actor's Level) * 6
Damage = (512 - Target's Defense) * Base * Attack's Power
Damage = Sadness( Damage )
Damage = SplitDamage( Damage, multiNoSplit )
Damage = Barrier( Damage )
Damage = Variance( Damage )

X3:

If Attack Properties Damage MP is clear
Damage = Target's HP
Else
Damage = Target's MP
End If
Damage = Damage * Attack's Power / 32
If ActionData[AC] != 0 (?)
Damage = Damage / 2
End If
Damage

X4:

If Attack Properties Damage MP is clear
Damage = Target's MHP
Else
Damage = Target's MMP
End If
Damage = Damage * Attack's Power / 32
If ActionData[AC] != 0 (?)
Damage = Damage / 2
End If
Damage

X5:

Damage = (Actor's (M)Attack + Actor's Level) * 6 + (Attack's Power * 22)
Damage = SplitDamage( Damage )
Damage = Barrier( Damage )
Damage = Variance( Damage )

X6:

Damage = Attack's Power * 20

X7:

Damage = ( ( 512 - Target's Def ) * Attack's Power / 32 )
Damage = Variance( Damage )

X8:

If ActionData[0x230] AND 40h
ActionData[0x230] = 1
Else
ActionData[0x230] = 80h
End If

X9:

Actor's Attack = Actor's Strength * 2
Use Damage X1 with adjusted stat

XA: Damage = ( Attack's Power + Number of Targets - 1 ) / Number of Targets


Sadness( Damage ):

If Target's Status includes Sadness
Damage = Damage - (Damage * 3 / 10)
End If
Return Damage

SplitDamage( Damage, multiNoSplit ):

If multiNoSplit == 0
If No. of Attack's Targets >= 2
Set Attack's split damage Target Flag
Else
Set multiNoSplit == 1
End If
End If
If ActionData[0xAC] == 0
Damage = Damage / 2
Else
If multiNoSplit == 0
Damage = Damage * 3 / 2
End If
End If
Return Damage

Barrier( Damage ):

If Attack Property "Physical" is 0
If Target's Statuses include MBarrier
Set ActionData "MBarrier Active" flag
End If
Else
If Target's Statuses include Barrier
Set ActionData "Barrier Active" flag
End If
End If
If ActionData "MBarrier Active" or "Barrier Active" flags are set
Damage = Damage / 2
End If
If attack is Magic and EnabledMagic[7] == 0 (?)
Damage = Damage + ( Damage * ( EnabledMagic[7] * (10 / 32) ) / 100 )
End If
Return Damage

Variance( Damage ):

Damage = Damage ([0..255] + 3841) / 4096 //from RNGLUT in KERNEL.BIN
If Damage == 0
Damage == 1
End If
Return Damage