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From Final Fantasy Inside

FF7/Battle/Damage Calculation

1,598 bytes added, 19:14, 11 August 2009
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''Akari has begun a more detailed [[FF7/DamageFormula|damage formula page]].''
{| border="0" cellpadding="35" cellspacing="1" style="background: rgb(0,0,0)" align="center"
! style="background:rgb(204,204,204); width=50px;" align="center" | Value
! style="background:rgb(204,204,204)" colspan| Type! style="2background:rgb(204,204,204)" | EffectFormula [Damage = ]
|-
|style="background:rgb(255,255,255)" align="center" | 0x00
|style="background:rgb(255,255,255)" | None
|style="background:rgb(255,255,255)" | No Damage Calculation
|-
|style="background:rgb(255,255,255)" align="center" | 0x08
|style="background:rgb(255,255,255)" | Exact target|style="background:rgb(255,255,255)" | Target's HP & MP by * (Strength / 32)%
|-
|style="background:rgb(255,255,255)" align="center" | 0x11
|style="background:rgb(255,255,255)" | Physical |style="background:rgb(255,255,255)" | Base * Strength / 16)
|-
|style="background:rgb(255,255,255)" align="center" | 0x22
|style="background:rgb(255,255,255)" | Magical |style="background:rgb(255,255,255)" | Base * Strength / 16)
|-
|style="background:rgb(255,255,255)" align="center" | 0x23
|style="background:rgb(255,255,255)" | Exact target|style="background:rgb(255,255,255)" | Target's HP * (Strength / 32)
|-
|style="background:rgb(255,255,255)" align="center" | 0x24
|style="background:rgb(255,255,255)" | Exact target|style="background:rgb(255,255,255)" | Target's MHP * (Strength / 32)
|-
|style="background:rgb(255,255,255)" align="center" | 0x25
|style="background:rgb(255,255,255)" | Magical |style="background:rgb(255,255,255)" | Base +(Strength * 22)
|-
|style="background:rgb(255,255,255)" align="center" | 0x26
|style="background:rgb(255,255,255)" | Exact |style="background:rgb(255,255,255)" | Strength * 20)
|-
|style="background:rgb(255,255,255)" align="center" | 0x29
|style="background:rgb(255,255,255)" | Exact always |style="background:rgb(255,255,255)" | 1 Damage(?)
|-
|style="background:rgb(255,255,255)" align="center" | 0x37
|style="background:rgb(255,255,255)" | Physical [Base] |style= "background:rgb(255,255,255)" | Strength * 16); Ignores Barrier; No Base
|-
|style="background:rgb(255,255,255)" align="center" | 0x47
|style="background:rgb(255,255,255)" | Magical [Base] |style= "background:rgb(255,255,255)" | Strength * 16); Ignores MBarrier; No Base
|-
|style="background:rgb(255,255,255)" align="center" | 0x50
|style="background:rgb(255,255,255)" | None
|style="background:rgb(255,255,255)" | No Damage Calculation
|-
|style="background:rgb(255,255,255)" align="center" | 0x60
|style="background:rgb(255,255,255)" | Exact caster|style="background:rgb(255,255,255)" | Caster's HP
|-
|style="background:rgb(255,255,255)" align="center" | 0x61
|style="background:rgb(255,255,255)" | Exact caster|style="background:rgb(255,255,255)" | Caster's MHP - HP
|-
|style="background:rgb(255,255,255)" align="center" | 0x68
|style="background:rgb(255,255,255)" | Exact random |style="background:rgb(255,255,255)" | Random x 100 (Dice)
|-
|style="background:rgb(255,255,255)" align="center" | 0x69
|style="background:rgb(255,255,255)" | Exact number |style="background:rgb(255,255,255)" | Number of Escapes
|-
|style="background:rgb(255,255,255)" align="center" | 0x6A
|style="background:rgb(255,255,255)" | Exact reduces |style="background:rgb(255,255,255)" | Reduces Target's HP to 1
|-
|style="background:rgb(255,255,255)" align="center" | 0x6B
|style="background:rgb(255,255,255)" | Exact number |style="background:rgb(255,255,255)" | Number of hours on game clock * 100 + number of minutes in game clock
|-
|style="background:rgb(255,255,255)" align="center" | 0x6C
|style="background:rgb(255,255,255)" | Exact |style="background:rgb(255,255,255)" | 10 x Target's Kills
|-
|style="background:rgb(255,255,255)" align="center" | 0x6D
|style="background:rgb(255,255,255)" | Exact |style="background:rgb(255,255,255)" | 1111 x Target's Materia
|-
|style="background:rgb(255,255,255)" align="center" | 0x83
|style="background:rgb(255,255,255)" | Exact |style="background:rgb(255,255,255)" | HP * (Strength / 32) if level MOD Attack% = 0
|-
|style="background:rgb(255,255,255)" align="center" | 0x96
|style="background:rgb(255,255,255)" | Exact caster|style="background:rgb(255,255,255)" | Caster's HP/2 [Exact]
|-
|style="background:rgb(255,255,255)" align="center" | 0xA0
|style="background:rgb(255,255,255)" | Physical based on |style="background:rgb(255,255,255)" | Base * (Strength / 16) * [User's Status Effects*<sup>See NOTE</sup>]
|-
|style="background:rgb(255,255,255)" align="center" | 0xA1
|style="background:rgb(255,255,255)" | Physical Power up when |style="background:rgb(255,255,255)" | Base * (Strength / 16) * (3 if user is Near-Death, 1 otherwise)
|-
|style="background:rgb(255,255,255)" align="center" | 0xA2
|style="background:rgb(255,255,255)" | Physical |style="background:rgb(255,255,255)" | Base * (Strength / 16) * (1 + Dead Allies)
|-
|style="background:rgb(255,255,255)" align="center" | 0xA3
|style="background:rgb(255,255,255)" | Physical |style="background:rgb(255,255,255)" | Base * (Strength / 16) * (Target's Level / 16)
|-
|style="background:rgb(255,255,255)" align="center" | 0xA4
|style="background:rgb(255,255,255)" | Physical |style="background:rgb(255,255,255)" | Base * (Strength / 16) * (1 + [48 * HP/MHP]) / 16
|-
|style="background:rgb(255,255,255)" align="center" | 0xA5
|style="background:rgb(255,255,255)" | Physical |style="background:rgb(255,255,255)" | Base * (Strength / 16) * (1 + [48 * MP/MMP]) / 16
|-
|style="background:rgb(255,255,255)" align="center" | 0xA6
|style="background:rgb(255,255,255)" | Physical |style="background:rgb(255,255,255)" | Base * (Strength / 16) * (1 + [AP on Weapon? / 10000]) / 16
|-
|style="background:rgb(255,255,255)" align="center" | 0xA7
|style="background:rgb(255,255,255)" | Physical |style="background:rgb(255,255,255)" | Base * (Strength / 16) * (10 + [Character's Kills / 128]) / 16
|-
|style="background:rgb(255,255,255)" align="center" | 0xA8
|style="background:rgb(255,255,255)" | Physical |style="background:rgb(255,255,255)" | Base * (Strength / 16) * (1 + [Limit Level * Limit Units / 16]) / 16
|-
|style="background:rgb(255,255,255)" align="center" | 0xB1
|style="background:rgb(255,255,255)" | Physical |style="background:rgb(255,255,255)" | Base * Strength / 16); No random criticals
|}
<br/>
NOTE: For A0h base strength , the multiplier is multiplied increased by (1 + (Number of Status Effects User has out of one for the followingeffects: *Near-death, *Poison, *Sadness, *Silence, *Slow, *Darkness) + (2 * Number if Status Effects User has out of and increased by two for the following: *D.Sentence, *Slow-numb) ) <br/>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 <br/><br/>Value 29h is not used in the game, but have has been shown to produce that result. This is likely because damage is rounded up to the nearest whole number > 0.
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