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battle_mechanics [2020/02/02 15:27] – [Magic Damage] simbu | battle_mechanics [2021/06/27 21:49] – [Number of hits] Clarification by Scythe and C&C wylem | ||
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**Accuracy** is **weapon base accuracy + level/4**. \\ | **Accuracy** is **weapon base accuracy + level/4**. \\ | ||
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- | Several things effect accuracy as well, most notably being in the back row. If you don’t have the longrange | + | Several things effect accuracy as well, most notably being in the back row. If you don’t have the long-range |
- | A list of all accuracy modifiers can be found [[formulas# | + | * Your accuracy is halved when attacking from the back row |
+ | * Your accuracy is halved | ||
+ | This means accuracy can be 1/4th its value if both conditions are active. \\ | ||
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+ | A list of all accuracy modifiers can be found [[formulas# | ||
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For each attack multiplier, a random number is rolled, and based on accuracy its determined if it hits or not. So for 10 attacks with 80% accuracy, about 8 of them should hit, though this could be more or less.\\ | For each attack multiplier, a random number is rolled, and based on accuracy its determined if it hits or not. So for 10 attacks with 80% accuracy, about 8 of them should hit, though this could be more or less.\\ | ||
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[[https:// | [[https:// | ||
[[https:// | [[https:// | ||
- | [[https:// | + | |
- | [[https:// | + | |
==== Relative Agility ==== | ==== Relative Agility ==== | ||
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- | At the start of every fight, FF4 runs a calculation to determine the "base speed" of every character. We refer to this as **Relative Agility (RA)**. This is how many atb ticks the character will have to wait after their last action until they can join the character | + | At the start of every fight, FF4 runs a calculation to determine the "base speed" of everyone in battle, both party members and enemies. We refer to this as **Relative Agility (RA)**. This is how many atb ticks the character/ |
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In order to keep fights a somewhat consistent speed, the vanilla game determines everyone' | In order to keep fights a somewhat consistent speed, the vanilla game determines everyone' | ||
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This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\ | This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\ | ||
- | If you want to see this in action, watch the [[https:// | + | |
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As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\ | As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\ | ||
- | This can be see in the [[https:// | + | |
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This can also lead to virus/sap, wall, and other status effects never running out. \\ | This can also lead to virus/sap, wall, and other status effects never running out. \\ | ||
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==== Run Buffering==== | ==== Run Buffering==== | ||
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- | One way to artificially slow down the game is to try running during a fight you can't run from. This will cause a message to pop up, which halts the atb from advancing until the message goes away. This can give you a little bit more time to get into your menus. Typically any fight that has monsters lower level level 97 will let you run away the first atb tick you press the buttons. If the fight is marked as one you can't run away, the can't run message will display, freezing the atb for 1-2 seconds. Anytime this message is up, character menus can't appear, so using it too early is bad, but pressing it quickly enough can give you the split second you need to menu your character. \\ | + | One way to artificially slow down the game is to try running during a fight you can't run from. This will cause a message to pop up, which halts the atb from advancing until the message goes away. This can give you a little bit more time to get into your menus. Typically any fight that has monsters lower level than 97 will let you run away the first atb tick you press the buttons. If the fight is marked as one you can't run away, the can't run message will display, freezing the atb for 1-2 seconds. Anytime this message is up, character menus can't appear, so using it too early is bad, but pressing it quickly enough can give you the split second you need to menu your character. \\ |
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Just don't use it too much, because every time the message does pop up, 1 atb is advancing, and if you use it before your character' | Just don't use it too much, because every time the message does pop up, 1 atb is advancing, and if you use it before your character' |