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formulas [2020/01/17 09:59] – simbu | formulas [2022/12/05 07:05] – Note about attack damage ranges wylem | ||
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| 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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^ Two weapons or no weapons | ^ Two weapons or no weapons | ||
This is the final modification to the damage formula, before defense is subtracted. \\ | This is the final modification to the damage formula, before defense is subtracted. \\ | ||
- | Ex. Rosa with bows and charm arrows has a 15% chance to crit, which will increase base damage by 60 (base)+ 40 (arrow), or 100 extra damage per hit. \\ | + | Ex. Rosa with bows and charm arrows has a 6% chance to crit, which will increase base damage by 60 (base)+ 40 (arrow), or 100 extra damage per hit. \\ |
\\ | \\ | ||
====Other Modifiers==== | ====Other Modifiers==== | ||
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^ Target cursed | ^ Target cursed | ||
^ Target Defending | ^ Target Defending | ||
- | ^ Target " | + | ^ Target " |
^ Target is toad/ | ^ Target is toad/ | ||
^ Evade Modifiers | ^ Evade Modifiers | ||
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Can only hit 1 elemental weakness at at time. \\ | Can only hit 1 elemental weakness at at time. \\ | ||
Physicals hit weaknesses then resistances, | Physicals hit weaknesses then resistances, | ||
+ | |||
+ | =====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. | ||
+ | |||
+ | 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' | ||
+ | |||
+ | 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' |