does anyone know?
[(Str X 12) – (Def^enemy X 9)] X [50% through 150% (randomization)] = Damage
X = Base Damage
Y = Reduction Value
Z = Reformed Damage
X = [([Strength^3 � 32] + 32) * D] � 16
Y = [([Defence – 280.4]^2) � 110] + 16
Z = X * Y � 730
Lovely isn’t it? That’s for strength based damage.
[Attack], D = 16
All Skills, D = 16
255 Strength:
X = [([255^3 � 32] + 32) * 16] � 16
= [16581375 � 32] + 32
= 518200
Y = [([0 – 280.4]^2) � 110] + 16
= [(-280.4^2) � 110] + 16
= [78624 � 110] + 16
= 730
Z = 518200 * 730 � 730
= 518200
Obviously, you will only see 99,999 on screen.
That’s actually how much damage your Celestial Weapons will do.
Using Cheer would increase the Strength stat by 1 each time it is used, up to a maximum of 5 times.
Then there’s a magic based formula…
is that really everything you know about this? if you still have a go, don’t hesitate, i am really anxious about the system calculations.
the reason why i ask for this is the following: i would like to generate a pen-and-paper roleplaying game for FFX just for me and my friends, and the battle system rules should be as close to the game as they can, in order to kinda "catch the feeling", you know.
i know, that’s not completely possible, but first i have to know how it works in the game in order to have the orientation i need.
Jewels, could you post the magic formula, as well? and, something more: do you know how abilities such as blind and such work? please post it, too. (i hope it is not too much an too complicated for you, but i’m really interested in it).
thanx for the present!
oh, one last thing: where in your calculation does the defense-stat appear?
The mechanics of the battle system can get extremely complicated when more things are involved. You could simply look at the Stat Mechanics FAQ on GameFAQs (http://www.gamefaqs.com/console/ps2/game/197344.html). However, the calculations in that FAQ are wrong since the damage is reduced twice. It also omits some other information regarding modifiers.
I’ll give you the formulas and correct calculations so it’s easier.
Strength Based
Strength = Your Strength statistic (+ Cheer)
Defence = Target’s Defence statistic
D = Damage Constant (value based on attack)
X = Base Damage
Y = Reduction Value
Z = Reformed Damage
X = [([Strength^3 � 32] + 32) * D] � 16
Y = 730 – ([(Defence * 51) – (Defence^2 � 11)] � 10)
Z = X * Y � 730
Using Cheer would increase the Strength stat by 1 each time it is used, up to a maximum of 5 times.
Magic Based
Magic = Your Magic statistic (+ Focus)
MDefence = Target’s Magic Defence
D = Damage Constant (value based on attack)
X = Base Damage
Y = Reduction Value
Z = Reformed Damage
X = [([Magic^2 � 6] + D) * D] � 4
Y = 730 – ([(MDefence * 51) – (MDefence^2 � 11)] � 10)
Z = X * Y � 730
Using Focus would increase the Magic stat by 1 each time it is used, up to a maximum of 5 times.
Healing
Magic = Your Magic statistic (+ Focus)
H = Healing Constant (value based on ability)
Z = Base Recovery
Z = ([Magic + H] � 2) * H
Note: Healing is not affected by Magic Defence.
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There are many other things to consider, but I’m not too sure exactly what you’re after. When you say Blind, do you mean Darkness? What do you want to know about it exactly?
and: do weapons affect your accuracy and attack value (besides auto-abilitys such as increased damage imbedded in them…)?
really thank you for your patient help… =)
Hit% = Accuracy% + AttackerLuck – TargetLuck
So if you had 100 Luck, and the enemy had 3 Luck, your Hit% would be 107%, meaning you’ll never miss. This is true also for enemies inflicted with Darkness.
Accuracy% is not the Accuracy statistic itself. In order to work our your Accruacy% from your character’s Accuracy stat, use this:
X = [(AttackerAccuracy * 0.4) – TargetEvasion] + 9
X = 0 or less, Accruacy% = 25
X = 1-2, Accruacy% = 30
X = 3-4, Accruacy% = 40
X = 5, Accruacy% = 50
X = 6, Accruacy% = 60
X = 7, Accruacy% = 80
X = 8+, Accruacy% = 100
[That’s in the FAQ]
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Weapons don’t inherently affect accuracy or damage, unless of course they have the specific abilities on them. There are no abilities which help accuracy however.
now a question to dexterity – how exactly does this stat determine, how often a character is activated per turn? of course, i know that a character who has a high dexterity is activated more often than one with a lower dex-stat, but how does this work?
do you know, jewels?
1. The chance of critical hits (= difference between attack luck and target luck).
2. The chance of hitting the enemy.
3. The chance of evading an enemy’s attack.
Darkness just reduces the Accuracy%.
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If you want to know the full explanation to Agility, you can check the FAQ. There’s quite a bit of information regarding Agility so it’s best to look at the FAQ first. If you have any questions feel free to ask.