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FF7/Battle/Damage Calculation

613 bytes added, 20:47, 24 January 2012
Added some more details
For more details, these can be considered Base Damage Modifiers as described in Terence Fergusson's [http://www.gamefaqs.com/console/psx/file/197341/22395 Battle Mechanics FAQ].<br/>
''Akari has begun a more detailed This [[FF7/DamageFormula|more accurate damage formula page]]contains more detailed information.''
{| border="1" cellpadding="3" cellspacing="1" align="center" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Lower Value
! style="background:rgb(204,204,204)" | Formula [Damage = ]
! style="background:rgb(204,204,204)" | Sadness Check
! style="background:rgb(204,204,204)" | Split Damage
! style="background:rgb(204,204,204)" | Barrier Check
! style="background:rgb(204,204,204)" | Variance
|-
| align="center" | 0X
| Physical, 100% hit rate, no Critial
| align="center" | X0
| No Damage calculation
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|-
| align="center" | 1X
| Physical, Use AccuracyPAccuracy, Allow Critical
| align="center" | X1
| (Power / 16) * (Stat + [(Level + Stat) / 32] * [(Level * Stat) / 32])
| align="center" | Yes
| align="center" | Yes
| align="center" | Yes
| align="center" | Yes
|-
| align="center" | 2X
| Magical, Use AccuracyMAccuracy
| align="center" | X2
| (Power / 16) * ((Lvl + Stat) * 6)
| align="center" | Yes
| align="center" | Yes
| align="center" | Yes
| align="center" | Yes
|-
| align="center" | 3X
| Physical, 100% hit rate, ignore Barrier
| align="center" | X3
| HP * (Power / 32)
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|-
| align="center" | 4X
| Magical, 100% hit rate, ignore MBarrier
| align="center" | X4
| MHP * (Power / 32)
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|-
| align="center" | 5X
| Magical, 100% hit rate, ignore MBarrier
| align="center" | X5
| (Power * 22) + ((Level + Stat) * 6)
|
| align="center" | Yes
| align="center" | Yes
| align="center" | Yes
|-
| align="center" | 8X
| Magical, Hit chance MOD target level = hit, no def
| align="center" | X6
| Power * 20
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|-
| align="center" | 9X
| Magical, use Manipulate Accuracy, Skip Defense, Allow Critial
| align="center" | X7
| Power / 32
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| align="center" | Yes
|-
| align="center" | BX
| Physical, use Accuracy, no CritialPAccuracy
| align="center" | X8
| Recovery
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|-
| style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="23" | &nbsp;
| align="center" | X9
| Throw
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|-
| align="center" | XA
| Coin
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|-
| style="background:rgb(204,204,255)" align="center" colspan="2" | &nbsp;| style="background:rgb(204,204,255)" align="center" colspan="4" rowspan="19" | &nbsp;
|-
| align="center" | 6X
| Physical, Use AccuracyPAccuracy, Allow Critical, Skip Defense, Special Formulae
| align="center" | X0
| 100% User's HP
|-
| align="center" | 7X
| Magical, Use Accuracy, Skip DefenseMAccuracy, Special Formulae
| align="center" | X1
| User's MHP - HP
|-
| style="background:rgb(204,204,255)" align="center" colspan="2" rowspan="67" | &nbsp;
| align="center" | X8
| Dice Roll<sup>[NOTE]</sup> x 100
|-
| align="center" | X9
| Number of Escapes* 256
|-
| align="center" | XA
| 1111 x Target's Materia
|-
| style="background:rgb(204,204,255)" align="center" colspan="42" | &nbsp;
|-
| align="center" | AX
For A6 multiplier, Mastered Materia will use the highest level of AP they can hold.<br/>
ex. When Knights of Round is mastered, its AP is set to 16,777,215 in the materia menu. Since KoR's level 5 AP requirement is 500,000 only 500,000 will be considered in the total.
<br/><br/>Any damage formula on an attack can still set status, but standard damage formula X0 0X will not apply any visual changes due to effects.<br/><br/>
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.
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