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Capture Dance GP Rain Morph Steal Throw Sketch Control Jump Runic
Capture
Capture attempts to steal an item as well as dealing damage. The chance to steal is the same as for the steal command. (see section 6.6) Capture disables the special effects from the following weapons: ThiefKnife, Assassin, Man Eater, ValiantKnife, Rune Edge, Drainer, Soul Sabre, Ogre Nix, Scimitar, Illumina, Ragnarok, Atma Weapon, Striker, Heal Rod, Punisher, Hawkeye, Sniper, Wing Edge, Trump, Dice, and Fixed Dice.
Dance
If you are in the correct terrain for the dance it automatically succeeds. If you attempt to dance in a terrain which is different from the dance you are performing, you have a 50% chance of stumbling. If you succeed, the terrain is changed to the correct terrain for the dance.
Every time a dancing character gets an action, they randomly pick a dance move. Each dance has four different moves. Check the Dances section for which moves each dance has, and the chance to use each move.
GP Rain:
Amount of gold used = Level * 30
If the party doesn't have that much gold, then all remaining gold is used.
Damage = Gold Thrown * 2 / # of enemies hit.
Monsters use the gold you get when defeating them, rather than the party's gold.
Morph
The morph command causes the character to morph into an esper.
While morphed the characters deals double normal damage. and receives half normal damage from magical attacks. (see steps 5 and 6f in damage calculation).
The length of time you can stay morphed is based on the number of magic points you have gained (the kind of magic points that are gained after battles). The game keeps an invisible morph duration counter to determine how long morph will last. At the beginning of the game, this counter 0. Every time you win a battle with Terra in your party this counter is increased by 2x the amount of MP you earned. If this counter is less than 16 then you can't morph. This counter has a maximum value of 255.
Once you morph, there is another morph time counter to determine when morph will wear off. When you morph this counter is set to 65535. Every time the battle time counter (see Battle Timing) is increased the morph time counter is reduced by an amount as follows:
((65535 / morph duration counter) / 16) + 1
When this counter reaches 0, morph wears off and you return to normal, with the morph duration counter reset to 0.
If the battle ends, or you revert before the counter runs out, then the morph duration counter is modified as follows:
new morph duration counter = original morph duration counter * morph time counter / 65535.
Throw:
Deals damage as a normal physical attack with these exceptions:
Adds 2 to the damage multiplier (in step 5 of damage calculation)
Is defense ignoring (skips steps 6b, 6c, 6d, 6e, 6f, but not steps 5 or 7)
Ignores row (skips step 4 of damage calculation)
Is Unblockable (see step 3 in hit determination)
The Battle Power used is the Battle Power of the thrown weapon. The elemental property of the weapon counts, but all other special properties of the thrown weapon are ignored.
Steal
1. If the monster has no items, then you automatically fail to steal.
2. If your level is >= 205 (hacks only), you automatically steal. (Skip steps 3 through 7)
3. StealValue = Your Level + 50 - Monster's level
4. If StealValue < 0 then you fail to steal.
5. If StealValue >=128 then you automatically steal. (Skip steps 6 and 7)
6. If you have a Sneak Ring equipped: StealValue = StealValue * 2
7. If StealValue <= [0..99] then you fail to steal.
8. You have 1 in 8 chance of getting a rare item; otherwise, you get a common item.
9. If the monster doesn't have an item to steal in that slot, then you fail to steal; otherwise, you successfully steal that item.
Sketch
The chance to successfully sketch an enemy is calculated as follows:
If (Sketcher's level * 256) / Target's level > [0..255] then you successfully sketch, otherwise you miss.
If you are equipped with a Beret, then the chance to sketch is:
If (Sketcher's level * 256) / (Target's level * 170 / 256) > [0..255] then you successfully sketch, otherwise you miss.
NOTE: Some monsters can never be sketched.
If you successfully sketch the enemy then there 2 possible attacks that will occur. The first attack has 75% chance of happening, the other attack has a 25% chance of happening. Check the Monsters pages for which sketch commands each monster has.
Attacks resulting from Sketch use the sketcher's level to determine damage, but the target's Vigor or Magic Power.
Control
The chance to successfully control an enemy is calculated as follows:
If (Controller's level * 256) / Target's level > [0..255] then you successfully control the enemy, otherwise you miss.
If you are equipped with a Coronet, then the chance to control is:
If (Controller's level * 256) / (Target's level * 170 / 256) > [0..255] then you successfully control the enemy, otherwise you miss.
If the monster has any of the following statuses, then any attempt to control them will fail: Clear, Zombie, Sleep, Muddle, Rage, Morph, Hide
NOTE: Some monsters can never be controlled.
Once an enemy is controlled, every time Relm's turn comes around you can select one of 4 commands to use. Each monster has their own list of commands. Once the monster if hit with a physical attack, the control stops.
Note that attacks which cost more MP than the monster currently has will be inaccessible and greyed out on Relm's Control menu. Yet the spells don't actually cost a controlled monster a red cent.
Jump
When a character lands from a Jump attack, the attack always hits (see step 3in hit determination)
if you're equipped with a spear then 2 is added to the damage multiplier (seestep 6 in damage calculation), otherwise only 1 is added.
The attack also ignores row (i.e. skips step 4 of damage calculation)
If you are equipped with 2 weapons, then you will only get one attack, and one will be randomly chosen to be attacked with. If you are equipped with a spear and a non-spear, then 2 is added to the damage multiplier even if the non-spear is the one that is attacked with.
Runic
Runic allows you to absorb spells. The first spell cast after the Runic command is used will be absorbed. Instead of the spells normal effect, the character that used Runic will gain an amount of MP equal to the MP cost of spell. Elemental weakness, immunities, and absorptions affect the amount of MP gained (this means if you absorb the element of the spell, you will lose MP instead of gaining MP). Once the character's ATB gauge has filled back up after using Runic, you won't be able to absorb any spells (until you use Runic again)
Only certain weapons will allow Runic to be used (see the weapons section for which weapons can use Runic). However, if you are muddled then you can still randomly use Runic even if the weapon equipped normally can't use it. |
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