FF7/DamageFormula
Damage Formula's description
0x11:
Prepare Function 0x0
Prepare Function 0x2
Damage Function 0x1
0xA0:
Prepare Function 0x0
Prepare Function 0x2
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
Prepare Function 0x2
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
Prepare Function 0x2
Damage Function 0x1
damage = damage * (1 + number_of_dead_player_units).
0xA3:
Prepare Function 0x0
Prepare Function 0x2
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
Prepare Function 0x2
power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier).
Damage Function 0x1
0xA5:
Prepare Function 0x0
Prepare Function 0x2
power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier).
Damage Function 0x1
0xA6:
Prepare Function 0x0
Prepare Function 0x2
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
Prepare Function 0x2
power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16).
Damage Function 0x1
0xA8:
Prepare Function 0x0
Prepare Function 0x2
power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16).
Damage Function 0x1