FF7/Battle/Damage Calculation

From Final Fantasy Inside
< FF7‎ | Battle
Revision as of 19:28, 7 November 2008 by my_wiki>NFITC1
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

In Attacks, Items, and Weapons there exists a single byte that tells the Battle Engine how to calculate damage. This is a list of known values with their effects on Base Damage. They are classified into Physical, Magical, and Exact. Physical and Magical will rely on the caster's Strength and Magic stat respectively to calculate base damage. After modification it is multiplied by a random variance ([224..255]/256 or something similar). These will also trigger Physical and Magical Counter Attacks respectively. Exact is just what it sounds like. They do not have a base damage calculation. The entire damage comes from exactly the formula shown and is applied to the target without defense calculation (though element is still taken into account). These will not trigger Physical or Magical Counter Attacks, but will trigger General Counter Attacks such as Adamantoise's Light Shell.

For more details, these can be considered Base Damage Modifiers as described in Terence Fergusson's Battle Mechanics FAQ.


Value Effect
0x00 No Damage Calculation
0x08 Exact target's HP & MP by (Strength / 32)%
0x11 Physical (Strength / 16)
0x22 Magical (Strength / 16)
0x23 Exact target's HP * (Strength / 32)
0x24 Exact target's MHP * (Strength / 32)
0x25 Magical +(Strength * 22)
0x26 Exact (Strength * 20)
0x29 Exact always 1 Damage(?)
0x37 Physical [Base] = (Strength * 16); Ignores Barrier
0x47 Magical [Base] = (Strength * 16); Ignores MBarrier
0x50 No Damage Calculation
0x60 Exact caster's HP
0x61 Exact caster's MHP - HP
0x68 Exact random x 100 (Dice)
0x69 Exact number of Escapes
0x6A Exact reduces Target's HP to 1
0x6B Exact number of minutes in game clock
0x6C Exact 10 x Target's Kills
0x6D Exact 1111 x Target's Materia
0x83 Exact HP * (Strength / 32) if level MOD Attack% = 0
0x96 Exact caster's HP/2 [Exact]
0xA0 Physical based on User's Status Effects*
0xA1 Physical Power up when Near-Death
0xA2 Physical (1 + Dead Allies)
0xA3 Physical (Target's Level / 16)
0xA4 Physical (1 + [48 * HP/MHP]) / 16
0xA5 Physical (1 + [48 * MP/MMP]) / 16
0xA6 Physical (1 + [AP on Weapon? / 10000]) / 16
0xA7 Physical (10 + [Character's Kills / 128]) / 16
0xA8 Physical (1 + [Limit Level * Limit Units / 16]) / 16
0xB1 Physical (Strength / 16); No random criticals


NOTE: For A0h base strength is multiplied by (1 + (Number of Status Effects User has out of the following: Near-death, Poison, Sadness, Silence, Slow, Darkness) + (2 * Number if Status Effects User has out of the following: D.Sentence, Slow-numb) )

As an exception to the above rules, 37h and 47h are used as damage calculations for items. Damage to target is calculated normally while ignoring M/Barrier.

Values 29h and 6Bh are not used in the game, but have been shown to produce those results.