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| formulas [2020/01/23 19:47] – [Other Modifiers] simbu | formulas [2023/12/26 20:45] (current) – external edit A User Not Logged in | ||
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| ==== Crits ==== | ==== Crits ==== | ||
| - | Critical hits are one of the most common attack modifiers. \\ | + | Critical hits are one of the most common attack modifiers. When a character lands a critical hit, they get a bonus to their attack power depending on the character and type of weapon equipped. Critical hits are indicated visually by a screen flash, except for Jump, which gives no such indication. Note that this screen flash can be disabled in FE.\\ |
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| Crit rates\\ | Crit rates\\ | ||
| - | ^ Crit Rates ^^^^^^^^^^^^^ | + | ^ Crit Rates (%) ^^^^^^^^^^^^^ |
| ^ Dark Knight | ^ Dark Knight | ||
| | 2 | 2 | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 3 | 5 | 8 | 0 | | | 2 | 2 | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 3 | 5 | 8 | 0 | | ||
| Doubled if one weapon equipped, tripled if bow and arrow. \\ | Doubled if one weapon equipped, tripled if bow and arrow. \\ | ||
| - | Note that in vanilla, certain cutscenes disable crits, this is not present in FE. However, starting a battle with a character dead will remove their ability to crit for the rest of the game.\\ | + | Note that in vanilla, certain cutscenes disable crits, this is not present in FE (except in the Ordeals Mirror Room when '' |
| As well, there is a weapon property that was thought to cause no crits, however, this is just a rumor, Weapons do not remove your ability to crit in vanilla or FE. \\ | As well, there is a weapon property that was thought to cause no crits, however, this is just a rumor, Weapons do not remove your ability to crit in vanilla or FE. \\ | ||
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| ^ Target in slot 0 | Evade * 5/4 | | ^ Target in slot 0 | Evade * 5/4 | | ||
| - | Can only hit 1 elemental weakness | + | An attack can only hit 1 elemental weakness, and 1 race weakness. However, the two can be combined, such a using an ElvenBow with Ice Arrows against Rubicant in the Elements fight (a Mage with a strong weakness to Ice), resulting in a 16x damage multiplier.\\ |
| Physicals hit weaknesses then resistances, | Physicals hit weaknesses then resistances, | ||
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| + | =====Note about damage per hit===== | ||
| + | While attack damage is generally described as being Attack Power multiplied by a random number between 1 and 1.5, it is actually calculated as follows: | ||
| + | - Divide the Attack Power by 2. If the result is greater than 255, set it to 255 | ||
| + | - Get a random number between 0 and this value | ||
| + | - Add that number to the original (full) Attack Power | ||
| + | Because of this, the highest possible final result will be the original Attack Power + 255. | ||
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| + | Note that this only comes into play when Attack Power is above 510 (255*2). In vanilla FF4, this may be most noticeable with Zeromus' | ||
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| + | NOTE: This random value applies to most forms of both physical and magical damage. It is applied //after// any bonuses from Berserk, Jump, etc. and bonuses due to a target having Mini or Toad status, but //before// any elemental and racial damage bonuses, before the target' | ||