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Damage calculation Hit determination Random encounters Averaging levels Desperation attacks Battle timing Finding Doom Gaze Saving Cid Umaro's attacks Running from combat Shadow Leaving Pincer, Side, Back, and Preemptive attacks Veldt encounters
Damage calculation
Determining the amount of damage an attack can do is complicated, and I broke it down into 9 steps. The 1st step has 4 parts. Depending on whether the attack is physical or magical, and whether the attacker it a character or monster, it uses a different part of step 1. After step 1, you have the base maximum damage that the attack can do. The following 8 steps will further modify the damage, and are used for all attacks, magical or physical, made by monsters or characters. At the end of all steps you will have the amount of damage the attack can do.
Step 1. Maximum damage calculation
For magical attacks made by characters:
Damage = Spell Power * 4 + (Level * Magic Power * Spell Power / 32)
For magical attacks made by monsters:
Damage = Spell Power * 4 + (Level * (Magic Power * 3/2) * Spell Power / 32)
For physical attacks made by characters:
Step 1a. Vigor2 = Vigor * 2 If Vigor >= 128 then Vigor2 = 255 instead
Step 1b. Attack = Battle Power + Vigor2
Step 1c. If equipped with Gauntlet, Attack = Attack + Battle Power * 3 / 4
Step 1d. Damage = Battle Power + ((Level * Level * Attack) / 256) * 3 / 2
Step 1e. If character is equipped with an Offering: Damage = Damage / 2
Step 1f. If the attack is a standard fight attack and the character is equipped with a Genji Glove, but only one or zero weapons: Damage = ceil(Damage * 3 / 4)
For physical attacks made by monsters:
Step 1a. Damage = Level * Level * (Battle Power * 4 + Vigor) / 256 Note that vigor for each monster is randomly determined at the beginning of the battle as [56..63]
Step 2. Atlas Armlet / Earring
Step 2a. If physical attack and attacker is equipped with Atlas Armlet or Hero Ring: Damage = Damage * 5/4
Step 2b. If magical attack and attacker is equipped with 1 Earring or Hero Ring: Damage = Damage * 5/4
Step 2c. If magical attack and attacker is equipped with 2 Earrings / Hero Rings: Damage = Damage + (Damage / 4) + (Damage / 4)
Step 3. Multiple targets
If magical attack and the attack is targeting more than one target: Damage = Damage / 2 Note: Some spells skip this step
Step 4. Attacker's row
If Fight command and the attacker is in the back row: Damage = Damage / 2
Step 5. Damage Multipliers #1
The damage multiplier starts out = 0. The following add to the damage multiplier: Morph (attacker) - If Attacker has morph status add 2 to damage multiplier Berserk - If physical attack and attacker has berserk status add 1 to damage multiplier Critical hit - Standard attacks have a 1 in 32 chance of being a critical hit. If the attack is a critical hit add 2 to damage multiplier
Step 5a. Damage = Damage + ((Damage / 2) * damage multiplier)
Step 6. Damage modification
Step 6a. Random Variance Damage = (Damage * [224..255] / 256) + 1
Step 6b. Defense modification Damage = (Damage * (255 - Defense) / 256) + 1 Magical attacks use Magic defense instead of defense
Step 6c. Safe / Shell If magical attack and target has shell status, or physical attack and target has safe status: Damage = (Damage * 170 / 256) + 1
Step 6d. Target Defending If physical attack and target is Defending: Damage = Damage / 2
Step 6e. Target's row If physical attack and target is in back row: Damage = Damage / 2
Step 6f. Morph (target) If magical attack and target has morph status: Damage = Damage / 2
Step 6g. Self Damage If the attacker and target are both characters: Damage = Damage / 2 Healing attacks skip this step
Step 7. Damage multipliers #2
The damage multiplier starts out = 0. The following add to the damage multiplier: Hitting target in back - If physical attack and attack hits the back of the target, then 1 is added to the damage multiplier
Step 7a. Damage = Damage + ((Damage / 2) * damage multiplier)
Step 8. Petrify damage
If the target has petrify status, then damage is set to 0.
Step 9. Elemental resistance
For each step, if the condition is met, no further steps are checked. So for example, if the target absorbs the element, then steps 9c to 9e are not checked.
Step 9a. If the element has been nullified (by Force Field), then: Damage = 0.
Step 9b. If target absorbs the element of the attack, then damage is unchanged, but it heals HP instead of dealing damage.
Step 9c. If target is immune to the element of the attack: Damage = 0
Step 9d. If target is resistant to the element of the attack: Damage = Damage / 2
Step 9e. If target is weak to the element of the attack: Damage = Damage * 2
Hit determination
If at any step the attack always hits or always misses, then any further steps are skipped.
Step 1. Clear
If physical attack and the target has clear status, the attack always misses If magical attack and the target has clear status, the attack always hits.
Step 2. Death Protection
If the target is protected from Wound status, and the attack misses death protected targets, then the attack always misses.
Step 3. Unblockable attacks
If the spell is unblockable, then it always hits.
Step 4. Check to hit for normal attacks
Attacks which can be blocked by Stamina skip this step, and instead use step 5.
Step 4a. If target has Sleep, Petrify, Freeze, or Stop status, then the attack always hits.
Step 4b. If attack is physical and hits the back of the target, then it always hits.
Step 4c. If attack has a perfect (255) hit rate, then the attack always hits.
Step 4d. If physical attack, and target has Image status, then the attack always misses, and there is a 1 in 4 chance of removing the Image status.
Step 4e. Chance to hit
1. BlockValue = (255 - MBlock * 2) + 1 2. If BlockValue > 255 then BlockValue = 255 If BlockValue < 1 then BlockValue = 1 3. If ((Hit Rate * BlockValue) / 256) > [0..99] then you hit; otherwise, you miss.
Step 5. Check to hit for attacks that can be blocked by Stamina
Most attacks use step 4 instead of this step. Only Break, Doom, Demi, Quartr, X-Zone, W Wind, Shoat, Odin, Raiden, Antlion, Snare, X-Fer, andGrav Bomb use this step.
Step 5a. Chance to hit
1. BlockValue = (255 - MBlock * 2) + 1 2. If BlockValue > 255 then BlockValue = 255 If BlockValue < 1 then BlockValue = 1 3. If ((Hit Rate * BlockValue) / 256) > [0..99] then you hit, otherwise you miss.
Step 5b. Check if Stamina blocks
If target's stamina >= [0..127] then the attack misses (even if it hit in step 5a); otherwise, the attack hits as long as it hit in step 5a.
Random encounters
The game keeps a counter that increases each time you take a step. Walking on the overworld map adds 192 to the counter for each step taken; walking in caves, towns, etc. where monsters can be encountered adds 112 to the counter for each step. Each step, a random number is picked from 0 to 255; if this number is less than (counter / 256 ) then a fight occurs. When a random encounter occurs, the counter is reset to 0. If the lead party member has a Charm Bangle equipped, then the number added is cut in half. If Mog has the Moogle Charm equipped, then the counter is not increased, and there is no chance of random encounters.
Averaging levels
When a character first joins your party (in the World of Balance, or the World of Ruin), their level is calculated based on the average level of your current party members. The level for characters is also recalculated at a few other points in the game as well. When you first start the game with Terra, her level is always 3.
The new character's level = Average of all current member's level (rounded down)
If a character is joining in the WoR, then the new level will never be lower than their old level.
If a character is joining for the first time, then a value is added to the average party level to determine their new level, as follows for each character:
Terra | +0 | Locke | +2 | Cyan | +2 | Shadow | +0 | Edgar | +2 | Sabin | +2 | Celes | +0 | Strago | +2 | Relm | +0 | Setzer | +0 | Mog | +5 | Gau | +2 | Gogo | +2 | Umaro | +0 | Banon | -3 | Leo | +5 |
Desperation attacks
If you attack while the character's current HP < their max HP / 8, then there is a 1 in 16 chance of doing a desperation attack, instead of a normal attack.
Gau and Umaro do not have desperation attacks.
If the character has any of the following statuses, then they will never do a desperation attack: Muddle, Image, Clear, Zombie
Characters will never use their desperation attack more than once each combat.
While the Battle Time Counter (See section 2.8 Battle Timing) is less than 768, characters won't use their desperation attacks. (i.e Characters will never use Desperation Attacks during the first 25.6 seconds of combat)
All Desperation attacks are unblockable (see step 3 in hit determination) All Desperation attacks are magical attacks, that ignore defense (skip steps 5, 6b, 6c, 6d, 6e, 6f and 7 in damage calculation.)
Sabre Soul and Star Prism are instant death attacks, rather than damage dealing attacks like the others. Shadow Fang will also inflict seizure status.
Click here for a list of all desperation attacks.
Battle Timing
In battle, the game keeps track of a battle time counter. This counter is incremented by one approximately 30 times a second. If the "Bat. Mode" is set to "Wait", then the counter will not be incremented while you're selecting spells, items, etc. from the menu. Every time this counter is incremented, each character's and monster's ATB gauge is increased by the following amount:
For characters:
Normal speed: (96 * (Speed + 20)) / 16
If Hasted: (126 * (Speed + 20)) / 16
If Slowed:
(48 * (Speed + 20)) / 16
For monsters:
Normal speed: ((96 * (Speed + 20)) * (255 - ((Battle Speed - 1) * 24))) / 16
If Hasted: ((126 * (Speed + 20)) * (255 - ((Battle Speed - 1) * 24))) / 16
If Slowed: ((48 * (Speed + 20)) * (255 - ((Battle Speed - 1) * 24))) / 16
Battle Speed is controlled by the "Bat.Speed" option in the game's Config menu.
Because Speed + 20 must fit in a single byte, any speed over 235 would result in a very slow-moving ATB gauge.
Once the ATB gauge has reached 65536, then characters are able to select a command. The battle time counter and ATB gauges will increase during attack animations, as well as while you select a command, but not while selecting spells, items, etc. from a menu if "Bat. Mode" is set to "Wait".
Each character and monster also has an individual Time counter. Once every 16 times that the Battle timer is increased these counters are increased by the following amount:
If character/monster is at normal speed: 64 If character/monster is hasted: 84 If character/monster is slowed: 32
If any character's/monster's time counter is over 255, then that counter is reduced by 256 and the following occur:
If the character/monster has Stop status, then the "stop timer" is reduced by 1. If the "stop timer" reaches 0, then Stop status is removed. When inflicted with Stop status, the "stop timer" is set 18.
If the character/monster does not have Stop status then the following also occur:
If the party is trying to run, then the character will get a chance to run (see section 2.13 Running From Combat)
If the character/monster has Condemned status, the countdown is decreased by 1. (See the section for Condemned status)
If they have Reflect status, then the "reflect timer" is reduced by 1. If the "reflect timer" reaches 0, then Reflect status is removed. When inflicted with Reflect status, the "reflect timer" is set 26.
If they have Freeze status, then the "freeze timer" is reduced by 1. If the "freeze timer" reaches 0, then Freeze status is removed. When inflicted with Freeze status, the "freeze timer" is set 34.
If they have Sleep status, then the "sleep timer" is reduced by 1. If the "sleep timer" reaches 0, then Sleep status is removed. When inflicted with Sleep status, the "sleep timer" is set 18.
1 in 8 times, the character/monster will receive Poison damage if they are poisoned.
2 in 8 times, the character/monster will receive Seizure damage if they have Seizure status.
2 in 8 times, the character/monster will gain HP from Regen if they have Regen status.
Finding doom Gaze
In the World of Ruin, if you haven't defeated Doom Gaze, Doom Gaze moves to a random location on the World Map every time you get on or off the airship. While you're flying around Doom Gaze stays in the same location. Although it's location is random, Doom Gaze always stays still while you're flying, so in order to ensure that you find Doom Gaze, you need to cover the entire map. If you're playing on an emulator, my Doom Gaze Finder program can easily show you where Doom Gaze is hiding.
Saving Cid
When you're trying to save (or kill) Cid on the deserted island, the game keeps track of a counter for Cid's health. This counter starts at 120 and decreases by 1 every second (when you're in the menu screen or a battle, counter doesn't decrease). Feeding Cid fish lowers or raises the counter depending on the type of fish as follows:
Fish (Slow speed) | -16 | A Rotten Fish (Medium Speed) | -4 | Just a Fish (Medium Speed) | +16 | A Yummy Fish (Fast speed) | +32 |
If you feed him multiple fish at a time, the effects of all of the fish count. What Cid says when you talk to him depends on this "health" counter as follows:
231 - 255 | My dear, I ... feel I'm not going to be around much longer... | 201 - 230 | CELES, thanks for all you've done for me! | 161 - 200 | HackAck!! I feel a little better! | 121 - 160 | Cough...wheeze...I can't bear this any longer... | 91 - 120 | I...I'm not long for this cruel new world ... | 61 - 90 | My worst nightmare is to think of you alone here on this wretched island ... hack ... wheeze!! | 31 - 60 | Cough...hack...ACK!! While I can still talk, I...wheeze...pant...want to thank you...cough! | 0 - 30 | Good-bye... |
If you enter his room when the counter is 30 or below, then Cid is dead when you talk to him (If the counter is over 30 when you enter but lowers to 30 or below while your in the room, Cid won't die until you leave and come back in).
If you feed Cid fish which increases the "health" counter to 256 or more, then Cid is saved.
Umaro's attacks
When Umaro attacks, he has 4 different attacks he can use: a standard attack, a charge attack where he flies at the enemy, a rage attack where he throws a character at the enemy (only if equipped with Rage Ring), and a Storm attack (only if equipped with Blizzard Orb).
The chance he'll use each attack is:
If no Rage Ring or Blizzard Orb equipped:
159/255 chance | Normal attack | 96/255 chance | Charge attack |
If equipped with a Rage Ring:
95/255 chance | Normal attack | 64/255 chance | Charge attack | 96/255 chance | Rage attack |
If equipped with a Blizzard Orb:
95/255 chance | Normal attack | 64/255 chance | Charge attack | 96/255 chance | Storm attack |
If equipped with a Rage Ring and Blizzard Orb:
63/255 chance | Normal attack | 64/255 chance | Charge attack | 64/255 chance | Storm attack | 64/255 chance | Rage attack |
Normal Attack:
This is just a normal fight attack, using the standard chance to hit, and damage calculations.
Charge Attack:
This attack uses the same chance to hit calculations as a normal attack. For determining damage, it uses the same calculations as a normal attack, except that it ignores defense (skip steps 5, 6b, 6c, 6d, 6e, 6f and 7 in damage calculation.)
Storm Attack:
This is the Storm monster attack. It's a Magical attack with 100 Spell power that hits all enemies. It's also unblockable (see step 3 in hit determination)
Rage Attack:
This is the attack where Umaro throws a character. In order to use this attack there must be at least one character besides Umaro that is alive and present. If there isn't then Umaro will do a charge attack instead.
Umaro determines at random which character to throw. However, if any character has Sleep or Muddle status, then Umaro will always choose to throw that character. If more than one character has Sleep or Muddle status, then the character with Muddle or Sleep who is closest to the top of the screen is thrown. When a character is thrown, Sleep and Muddle status are automatically removed from them.
The chance to hit is calculated normally. For determining damage, the battle power of the attack is equal to Umaro's battle power plus the thrown character's battle power (or 255 if that number is over 255). The attack is also defense ignoring (skip steps 5, 6b, 6c, 6d, 6e, 6f and 7 in damage calculation.)
Running from combat
The chance to run from a combat is dependent on the character, which monster(s) are present, and how long you've been trying to run.
The game keeps track of a "run difficulty" variable. In side attacks this value is 0; otherwise, the value is equal to 2 times the number of monsters present (some monsters are harder to run from and add 6 to this value instead of 2). There is also a "run success" variable for each character. This value starts at 0 for each character.
Approximately once every 2 seconds, more often for hasted characters, less often for slowed characters (see the Batle Timing section for exact details), the game checks to see if the characters are trying to run (it won't check during attack animations). If they are trying to run, then each character's "run success" value is increased. The amount added is dependent on the character, and is a random number from 1 to a maximum value depending on the character as follows:
Terra | 4 | Locke | 5 | Cyan | 3 | Shadow | 5 | Edgar | 4 | Sabin | 4 | Celes | 4 | Strago | 3 | Relm | 5 | Setzer | 4 | Mog | 5 | Gau | 5 | Gogo | 4 | Umaro | 3 | Banon | 2 | Leo | 3 | Vicks | 4 | Wedge | 4 |
If the character's "run success" value is greater than or equal to the "run difficulty" value, and the character's ATB gauge is full, then they successfully run away, otherwise they keep trying, and 2 seconds later their "run success" value is increased again.
If certain monsters are present (bosses, ninjas, phases, etc.) then characters can't run no matter what. They also can't run if caught in a pincer attack and monsters are still alive on both sides.
Shadow leaving
Any time after the Imperial Camp, and before the Floating Continent, and not on the Phantom Train, if Shadow is in your party he has a chance to leave at the end of combat. He has a 1 in 16 chance of leaving at the end of every combat. If Shadow is the only character alive, then he won't run. If the combat is a pincer, side, or back attack he won't run. Shadow also won't leave if he has Wound, Petrify, or Zombie status.
Pincer, Side, Back, and Preemptive attacks
Which type of battle you encounter depends on which types are allowed. If any character is equipped with a Back Guard, then Pincer and Back attacks are disabled. Depending on which monster formation you encounter certain types may be disabled as well. (Get FF3usME at http://www.angelire.com/pq/jumparound to see which battle types each formation allows). Most formations allow all types, some disabled pincer attacks, a few disable other types. Most boss battles disable all but Normal attacks.
If only one type of battle is allowed, then that is the type of battle you encounter. Otherwise the chance for each depends on which are allowed as follows:
If all types allowed:
Normal | 208/255 chance | Back | 8/255 chance | Pincer | 8/255 chance | Side | 31/255 chance |
If normal, back, and pincer allowed:
Normal | 13/14 chance | Back | 1/28 chance | Pincer | 1/28 chance |
If normal, back, and side allowed:
Normal | 208/247 chance | Back | 8/247 chance | Side | 31/247 chance |
If normal, and back allowed:
Normal | 26/27 chance | Back | 1/27 chance |
If normal, pincer, and side allowed:
Normal | 208/247 chance | Pincer | 8/247 chance | Side | 31/247 chance |
If normal, and pincer allowed:
Normal | 26/27 chance | Pincer | 1/27 chance |
If normal and side allowed:
Normal | 208/239 chance | Side | 31/239 chance |
If back, pincer, and side allowed:
Back | 8/47 chance | Pincer | 8/47 chance | Side | 31/47 chance |
If back, and pincer allowed:
Back | 1/2 chance | Pincer | 1/2 chance |
If back, and side allowed:
Back | 8/39 chance | Side | 31/39 chance |
If pincer, and side allowed:
Pincer | 8/39 chance | Side | 31/39 chance |
Pincer and back attacks will never be a preemptive attacks. For a normal attack there is a 1 in 8 chance of a preemptive attack. Side attacks have a 7 in 32 chance of being a preemptive attack. If any character is equipped with a Gale Hairpin, then the chances are doubled. Certain monster formations (mostly bosses) disable preemptive attacks. |
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