Changes
From Final Fantasy Inside
→Damage Formula's description: Sorry, Akari. This section needed a rewrite.
== Damage Formula's description Accuracy Function considerations== <!-- 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 = 1 magical--><!-- 8X = 7 LevelBasedAccuracy--><!-- 9X = 6 manipulate--><!-- AX = 0, 2 physical, isCritical--><!-- BX = 0 physical--><!-- CX = 8 none (always hit)--><!-- DX = 8 none (always hit)--><!-- EX = 8 none (always hit)--><!-- FX = 8 none (always hit)--> 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 = Each of the upper nybble of the damage * (1 + number_of_status1 + 2 * number_of_status2). number_of_status1 calculation determines what checks are calculated as sum done to accuracy of attacker statuses darknessthe action and whether or not it will connect, slow, silence, sadness, poison, near deathbe critical or miss. number_of_status2 Here 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 the functions in death sentence then damage = damage * 4. 0xA2order processed based on the upper nybble: 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
{| border="1" cellspacing="1" cellpadding="3" style="border: 1px solid black; border-collapse: collapse;"
! style="background:rgb(204,204,204)" | Upper Nybble
! style="background:rgb(204,204,204)" | Functions
|-
| 0
| None (always hits)
|-
| 1
| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]], [[FF7/DamageFormula#2:_Critical_Hit_Check|Critical Check]]
|-
| 2
| [[FF7/DamageFormula#1:_Magical_Accuracy_Check|Magical Accuracy]]
|-
| 3
| Dummy [3] (always hits)
|-
| 4
| Dummy [4] (always hits)
|-
| 5
| Dummy [5] (always hits)
|-
| 6
| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]], [[FF7/DamageFormula#2:_Critical_Hit_Check|Critical Check]]
|-
| 7
| [[FF7/DamageFormula#1:_Magical_Accuracy_Check|Magical Accuracy]]
|-
| 8
| [[FF7/DamageFormula#7:_Level-based_Accuracy|Level-based Accuracy]]
|-
| 9
| [[FF7/DamageFormula#6:_Manipulate_Accuracy_.28intended_solely_for_playable_characters.29|Manipulate]]
|-
| A
| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]], [[FF7/DamageFormula#2:_Critical_Hit_Check|Critical Check]]
|-
| B
| [[FF7/DamageFormula#0:_Physical_Accuracy_Check|Physical Accuracy]]
|-
| C
| None (always hits)
|-
| D
| None (always hits)
|-
| E
| None (always hits)
|-
| F
| None (always hits)
|}
=Damage Calculations=