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FF7/Battle/Damage Calculation

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In Attacks, Items, and Weapons there exists a single byte that tells the Battle Engine how to calculate damage based on an attack's set Power and the characters stats. Physical and Magical will rely on the caster's "Attack" and "Magic Attack" stat respectively to calculate base damage. This byte is divided into two nybbles (four bits). Upper Nybble determines what considerations are made in calculating damage such as physical/magical, allowing criticals, how to calculate accuracy, etc. There are also three sets of known formulae that are paired with the Upper nybble values. These are selected in the Lower Nybble and determine how to calculate pre-defense damage. After modification it is multiplied by Actual calculation includes a random variance ([224&#91;3841..255]4096&#93; /256 or something similar4096) and reduced by , a certain amount reduction based on a target's "Defense" or "Magic Defense" stats, and other status-related modifications depending on the type of damage. These will also trigger Physical and Magical Counter Attacks respectively.  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 [[FF7https://wiki.ffrtt.ru/index.php/DamageFormula|more accurate damage formula page]]contains more detailed information.'' {| borderclass="1wikitable" cellpadding="3" cellspacing="1" align="center" style="border: 1px solid black; border|-collapse: collapse;"! style="background:rgb(204,204,204); width=50px;" align="center" | Upper Value! style="background:rgb(204,204,204)" | Considerations! style="background:rgb(204,204,204)" | Lower Value! style="background:rgb(204,204,204)" | Formula [&#91;Damage = ]&#93;! Sadness Check! Split Damage! Barrier Check! Variance
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| align="center" | 0X| Use evadePhysical, dexterity and so on to determinate 100% hit.rate| align="center" | X0
| No Damage calculation
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| align="center" | 1X| Physical, Use magic evade to determinate hit.PAccuracy, Allow Critical| align="center" | X1| (Power / 16) * (Stat + [&#91;(Level + Stat) / 32] &#93; * [&#91;(Level * Stat) / 32]&#93;)| Yes| Yes| Yes| Yes
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| align="center" | 2X| Calculate criticalMagical, 100% hit.Use MAccuracy| align="center" | X2
| (Power / 16) * ((Lvl + Stat) * 6)
| Yes
| Yes
| Yes
| Yes
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| align="center" | 3X| Physical, 100% hit rate, ignore Barrier| align="center" | X3
| HP * (Power / 32)
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| align="center" | 4X| PhysicalMagical, 100% hit rate, ignore Barrier| align="center" | X4
| MHP * (Power / 32)
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| align="center" | 5X| PhysicalMagical, 100% hit rate, ignore Barrier| align="center" | X5
| (Power * 22) + ((Level + Stat) * 6)
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| Yes
| Yes
| Yes
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| align="center" | 9X8X| PhysicalMagical, use Manipulate Accuracy, Allow CritialHit chance MOD target level = hit| align="center" | X6| (Power * 20)| <br/>| <br/>| <br/>| <br/>
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| align=9X| Magical, "centerManipulate" accuracy| BXX7| Physical, use Accuracy, no CritialPower / 32| <br/>| align="center" <br/>| X7<br/>| (Power * 16)Yes
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| style="background:rgb(204BX| Physical,204,255)" align="center" colspan="2" rowspan="3" | &nbsp;use PAccuracy| align="center" | X8
| Recovery
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| style="background: rgb(204,204,255)" rowspan="2" colspan="2" align="center" | | X9
| Throw
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| align="center" | XA
| Coin
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| colspan="4" | &nbsp;
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| align="center" | 6X| Hit if target can be manipulated.Physical, Use PAccuracy, Allow Critical, Special Formulae| align="center" | X0
| 100% User's HP
| style="background: rgb(204,204,255)" rowspan="18" colspan="4" align="center" |
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| align="center" | 7X| Calculate hit by (hit % target level)Magical, Use MAccuracy, Special Formulae| align="center" | X1
| User's MHP - HP
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| align="center" | 9X| Physical, use Manipulate Accuracy, Skip Defense, Allow Critial| align="center" | X6| User's HP/2|-| style="background:rgb(204,204,255)" alignrowspan="center6" colspan="2" rowspanalign="6center" | &nbsp;| align="center" | X8| Random Dice Roll<sup>&#91;NOTE&#93;</sup> x 100
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| align="center" | X9| Number of Escapes* 256
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| align="center" | XA
| Target's HP - 1
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| align="center" | XB
| Number of hours on game clock * 100 + number of minutes in game clock
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| align="center" | XC| 10 x Target's Kills
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| align="center" | XD
| 1111 x Target's Materia
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| colspan="4" | &nbsp;
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| align="center" | AX| Same as 11h, but allow multipliersalterations to the final damage or power of attack| align="center" | X0| Damage * [(1 + &#91;User's Status Effects <sup>See NOTE</sup>] &#93;)
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| style="background:rgb(204,204,255)" alignrowspan="center8" colspan="2" rowspanalign="8center" | &nbsp;| align="center" | X1| Damage * (3 2 if user is Near-Death, 4 if in D.Sentence &#91;can stack to 8&#93;, 1 otherwiseif neither)
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| align="center" | X2| Damage * (1 + Dead Allies)
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| align="center" | X3| Damage * (TargetPower becomes average of all Targets's Level / 16) Levels
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| align="center" | X4| Damage * (Power becomes 1 + [48 ( ( Power * 3 * HP) /MHP]) / 16
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| align="center" | X5| Damage * (Power becomes 1 + [48 ( ( Power * 3 * MP) /MMP]) / 16
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| align="center" | X6| Damage * (Power becomes 1 + [( Power * &#91;AP on Weapon <sup>See NOTE</sup> / 10000]) &#93; / 16 )
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| align="center" | X7| Damage * (Power becomes 10 + [( &#91;Character's Kills / 128]&#93; * Power) / 16 )
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| align="center" | X8| Damage * (Power becomes 1 + [( &#91;Limit Level * Limit Units / 16]&#93; * Power ) / 16
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NOTES: For the X8 special formula, the game will "grant" between two and six dice based on level (one additional for every ten levels above 20, max 6). The values of each of these dice will be added and then multiplied by the greatest number of repeating values (not the number of occurrences of the highest value).
Ex: The values 2, 3, 5, 5, 2, 2 come up. The values are added (19) then, since there are three twos, it is multiplied by three.
For A0 damage multiplier, the multiplier is increased by one for the following effects on the user:
* Near-death
* Poison
* Sadness
* Silence
* Slow
* Darkness
and increased by two for the following:
* D.Sentence
* Slow-numb
<br/>NOTE: For X0 damage A6 multiplier, Mastered Materia will use the multiplier highest level of AP they can hold.ex. When Knights of Round is mastered, its AP is increased by one for set to 16,777,215 in the following effects on the user:*Near-death*Poison*Sadness*Silence*Slow*Darknessand increased by two for materia menu. Since KoR's level 5 AP requirement is 500,000 only 500,000 will be considered in the following:*Dtotal.Sentence*Slow-numb<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.