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formulas [2020/01/12 23:20] – created simbu | formulas [2023/12/26 20:45] (current) – external edit A User Not Logged in | ||
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- | Referenced material. | + | Referenced material. |
[[https:// | [[https:// | ||
[[https:// | [[https:// | ||
[[https:// | [[https:// | ||
- | ====Base Damage Extended==== | + | =====Base Damage Extended===== |
- | Bows:\\ | + | ^ Base Damage |
- | Arrow in primary hand... | + | ^ One Weapon |
- | Bow in primary hand... | + | ^ Two Weapons |
+ | ^ No Weapon | ||
+ | ^ Yang | level * 2 + strength / 4 + 2 | | ||
+ | ^ Bows (Arrow Primary Hand) | | ||
+ | ^ Bows (Bow Primary Hand) | | ||
+ | Note that having only a bow or an arrow, but not both equipped will be a weapon with only 1 attack power. \\ | ||
+ | |||
+ | =====Modifiers Table==== | ||
\\ | \\ | ||
- | Yang:\\ | + | ==== Crits ==== |
- | Level*2+str/ | + | 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.\\ |
\\ | \\ | ||
- | Edge:\\ | + | Crit rates\\ |
- | Both hands: | + | |
- | Left Hand Base+Right Hand Base+ (Str/ | + | |
- | One hand: | + | |
- | Weapon base. | + | |
- | ====Damage Modifiers=== | + | ^ Crit Rates (%) ^^^^^^^^^^^^^ |
+ | ^ Dark Knight | ||
+ | | 2 | 2 | 1 | 1 | 2 | 2 | 1 | 1 | 1 | 3 | 5 | 8 | 0 | | ||
+ | Doubled if one weapon equipped, tripled if bow and arrow. \\ | ||
+ | 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. \\ | ||
\\ | \\ | ||
- | === Crits === | ||
- | Crit rates\\ | ||
Crit bonus table\\ | Crit bonus table\\ | ||
- | Note about the no crit glitch being cutscene based, not weapon based, so not in FE\\ | + | Each character gets a set bonus to their attack power on a crit, as well as a bonus depending on their equipment, summarized in the table below. \\ |
+ | ^ Crit Bonus ^^^^^^^^^^^^^ | ||
+ | ^ Dark Knight | ||
+ | | 20 | 20 | 40 | 30 | 30 | 60 | 50 | 30 | 30 | 30 | 35 | 25 | 0 | | ||
+ | ^ Bows and Arrows | ||
+ | ^ One Weapon | ||
+ | ^ Two weapons or no weapons | ||
+ | This is the final modification to the damage formula, before defense is subtracted. \\ | ||
+ | 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==== |
- | Can only hit 1 elemental weakness | + | ^ Damage Modifiers |
+ | ^ Actor Berserked | ||
+ | ^ Jump/ | ||
+ | ^ Actor Cursed | ||
+ | ^ Actor is toad/ | ||
+ | ^ Target is toad/ | ||
+ | ^ Race Weakness | ||
+ | ^ Race Resistance | ||
+ | ^ Elemental Weakness | ||
+ | ^ Elemental Weakness + | Attack * 4 | | ||
+ | ^ Elemental Resistance | ||
+ | ^ Elemental Immunity | ||
+ | ^ Accuracy Modifiers | ||
+ | ^ Actor has Darkness | ||
+ | ^ Actor backrow and not longrange | ||
+ | ^ Target backrow and not longrange | ||
+ | ^ Actor Slot 0 | Accuracy * 5/4 | | ||
+ | ^ Defense Modifiers | ||
+ | ^ Target Back Row | Defense * 2 | | ||
+ | ^ Target cursed | ||
+ | ^ Target Defending | ||
+ | ^ Target " | ||
+ | ^ Target is toad/ | ||
+ | ^ Evade Modifiers | ||
+ | ^ Target has Darkness | ||
+ | ^ Target in slot 0 | Evade * 5/4 | | ||
+ | |||
+ | 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, | ||
+ | |||
+ | =====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' |