------------------------------------------------------------------------------ FF3j DAMAGE CALCAULATION FORMULA FAQ Version 1.02 by J.L. Tseng, 2004 ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ TABLE OF CONTENTS ------------------------------------------------------------------------------ I. INTRODUCTION II. CREDITS AND ACKNOWLEDGEMENTS III. VERSION HISTORY IV. BRIEF OVERVIEW OF FAQ CONTENTS V. NOTES VI. GLOSSARY AND DEFINITIONS VII. DAMAGE CALCULATION FORMULA: BRIEF GENERAL FORMULA VIII. DAMAGE CALCULATION FORMULA: BONUSES AND PENALTIES REFERENCE IX. DAMAGE CALCULATION FORMULA: CHARACTER PHYSICAL ATTACKS X. DAMAGE CALCULATION FORMULA: MONSTER PHYSICAL ATTACKS XI. DAMAGE CALCULATION FORMULA: MAGIC ATTACKS & ITEMS XII. DATA XIII. OTHER ISSUES ------------------------------------------------------------------------------ I. INTRODUCTION ------------------------------------------------------------------------------ This is my attempt at creating a FF3j damage formula that can predict how much damage will be done from various attacks within the game. Note that I'm NOT an employee at Square nor have access to their source code or algorithms. All formulas in this FAQ were derived from experimental observations done by me. This means that although I've done quite a lot of carefully set up experiments to be very confident with the results in this FAQ, I by no means guarantee that everything is absolutely 100% correct, nor do I disclude the possibility that I have may missed some things. If you do notice any discrepancies, errors, omissions, etc. or have any suggestions or comments, please send your feedback to instructrtrepe@hotmail.com, or post at the FF3j message board at http://www.gamefaqs.com ------------------------------------------------------------------------------ II. CREDITS AND ACKNOWLEDGEMENTS ------------------------------------------------------------------------------ From the FF3j message board at http://www.gamefaqs.com, I'd like to thank Sir Bahamut for all his feedback and help and sqpat17 for finding and posting the hex offset data for the FF3j rom. Using sqpat17's hex offset data, I extracted the hex data from the rom myself to create my own data tables, but FAQ's and guides that I used as references to verify my own data: lordskylark's extended Ff3j monster list at http://www.geocities.com/lord_skylark cidolfas's FF3j shrine at http://www.rpgclassics.com/shrines/nes/ff3/ BSiron's FFII (US) FAQ at http://www.gamefaqs.com FF3j actually shares a lot of similar damage formula mechanics as FFIV, so BSiron's FAQ for FFII(US) provided an excellent starting point for my FAQ. My emulator of choice for this game is VirtuaNES at http://virtuanes.s1.xrea.com:8080/ The translation .ips file I used was created by Alex W. Jackson, Neill Corlett and SoM2Freak (downloaded at http://www.zophar.net) Copyright: Final Fantasy 3 (Japan) is Copyright 1990, Square This FAQ is Copyright 2004, InstructorTrepe This FAQ is not to be sold for profit. Changes to this FAQ are not permitted. Do not post this FAQ without asking permission (e-mail: instructrtrepe@hotmail.com). Do not steal any information in this FAQ for your own FAQs or documents. You may reference or quote from this document as long as you explicitly state and credit this FAQ and myself as the author of your source. ------------------------------------------------------------------------------ III. VERSION HISTORY ------------------------------------------------------------------------------ Version 1.0: Initial release. Version 1.01: Corrected some spelling errors. Thanks to Sir Bahamut for spotting and notifying me of them! Version 1.02: More spelling, grammar fixes. Version 1.03: Corrected the mix-up between Intellect and Spirit in the Glossary section for White, Black and Call Magic Multipliers ------------------------------------------------------------------------------ IV. BRIEF OVERVIEW OF FAQ CONTENTS ------------------------------------------------------------------------------ Section VI contains a glossary and explanation of all the terms I've used in this FAQ. Sections VII and VIII contain a brief overview and summary of the damage calculation formula and the various effects of commands, spells, elemental and status effects. If you want a general understanding of how damage is calculated, these are the sections you want to read. Sections IX, X and XI provide detailed steps on the damage calculation formula for character attacks, monster attacks and magic attacks. They essentially take the information in Sections VII and VIII and explicitly state all the Steps that would occur for each type of attack. Section XII is the data reference section. It contains weapon, armour, skill, magic and enemy magic data that is used in the damage calculation formula. ------------------------------------------------------------------------------ V. NOTES ------------------------------------------------------------------------------ This game uses integer values. Therefore after every division shown in any formula in this FAQ, immediately round down before proceeding with any further calculation. Due to the way Level and Skill are stored internally in the game, all references to Skill and Level in this FAQ actually refer to one minus the value that is displayed in the game. For example, at the start of New Game, all characters begin at Level 0 and Skill 0 for calculation purposes of this FAQ. ------------------------------------------------------------------------------ VI. GLOSSARY AND DEFINITIONS ------------------------------------------------------------------------------ Just so everyone's on the same page in terms of terminology and for those who may be unfamiliar with some the stats in FF3j, here's a list of stats that are used in this FAQ. LEVEL: Character level. This is displayed in the game character status screen as "Level". As you increase in level, your main stats (Strength, Agility, Vitality, Intellect, Spirit) increase as well as your HP and MP. Level affects your Attack Multiplier, Defense Multiplier and your Magic Attack Multiplier, as well as Steal Rate. The difference between your level and monster level affects whether an enemy will run from you, the chances of getting "First Strike" or "Ambushed" and whether the Kill spell has a chance of succeeding. Monsters also have a Level stat. In their case, however, Level only affects Magic Attack Multiplier. SKILL: The character's Skill level for his current job. This is displayed in the game character status screen as "Skill". Skill points are earned in battle and are recorded separately for each job for every character. Skill affects your Attack Damage, Hit%, Magic Attack Multiplier and Steal rate. It also lowers the amount of Capacity points required to change into that job. Monsters also have a Skill stat. In their case, however, Skill only affects Magic Attack Multiplier. STRENGTH: The character's Strength, displayed in the game character status screen as "Strength". Strength affects your Attack Damage. AGILITY: The character's Agility, displayed in the game character status screen as "Agility". Agility affects your Hit%, Attack Multiplier and Magic Defense Multiplier. VITALITY: The character's Vitality, displayed in the game character status screen as "Vitality". Vitality affects your Defense. Jobs with high Vitality also get a higher HP gain on levelling up. INTELLECT: The character's Intellect, displayed in the game character status screen as "Intellect". Intellect affects your Black Magic Attack Damage, Call Magic Attack Damage, Black Magic Hit%, Call Magic Hit%, Black Magic Attack Multiplier, Call Magic Attack Multiplier, Magic Evade% and Magic Defense Multiplier. Monsters also have an Intellect stat. In their case, however, Intellect does not affect Magic Evade% nor Magic Defense Multiplier. SPIRIT: The character's Spirit, displayed in the game character status screen as "Spirit". Spirit affects your White Magic Attack Damage, White Magic Hit%, White Magic Attack Multiplier, Magic Evade% and Magic Defense Multiplier. Monsters also have a Spirit stat. In their case, however, Spirit does not affect Magic Evade% nor Magic Defense Multiplier. ATTACK DAMAGE: The base amount of damage a character will do when attacking physically. This is displayed in the game character status screen to the right of "Att. ?X ", parallel to the Strength stat. If a character has a weapon in both hands, the Attack Damage shown on the status screen is the sum of the Attack Damages of each hand. The formula for Attack Damage is: Attack Damage = (Weapon Damage) + (Strength/4) Monsters also have an Attack Damage stat. In their case, however, they do not follow the above formula and have their own specified value. ATTACK MULTIPLIER: The maximum number times a character can hit in one physical attack command. This is displayed in the game character status screen right after "Att.", to the left of the Attack Damage stat. If a character has a weapon in both hands, the Attack Multiplier shown on the status screen is the sum of the Attack Multipliers of each hand. The formula for Attack Multiplier is: Attack Multiplier = (Agility/16) + (Level/16) + 1 Monsters also have an Attack Multiplier stat. In their case, however, they do not follow the above formula and have their own specified value. HIT%: The chance a character has to land a hit. This is displayed in the game character status screen as "Hit %". If a character has a weapon in both hands, the Hit% shown on the status screen is the average of the Hit% of each hand. The formula for Hit% is: Hit% = (Weapon Hit%) + (Agility/4) + (Skill/4) Monsters also have a Hit% stat. In their case, however, they do not follow the above formula and have their own specified value. DEFENSE: The amount of damage that any physical attack made on the character will be reduced by. This is displayed in the game character status screen to the right of "Def. ?X ", parallel to the Agility stat. The formula for Defense is: Defense = sum of all worn (Armour Defense) + (Vitality/2) Monsters also have a Defense stat. In their case, however, they do not follow the above formula and have their own specified value. DEFENSE MULTIPLIER: The maximum number of hits a character can avoid from a physical attack made on that character. This is displayed in the game character status screen right after "Def.", to the left of the Defense stat. The formula for Defense Multiplier is: (with shield): Defense Multiplier = (Agility/16) + (Level/16) + 1 * (number of shields equipped) (without shield): Defense Multiplier = (Agility/32) + (Level/32) Monsters also have a Defense Multiplier stat. In their case, however, they do not follow the any of the above formulas and have their own specified value. EVADE%: The chance a character has to evade a hit. This is displayed in the game character status screen as "Evade". The formula for Evade% is: Evade% = sum of all worn (Armour Evade%) + (Agility/4) Monsters also have an Evade% stat. In their case, however, they do not follow the above formula and have their own specified value. MAGIC DEFENSE: The amount of damage that any magic attack made on the character will be reduced by. This is displayed in the game character status screen as "M. Def.". The formula for Magic Defense is: Magic Defense = sum of all worn (Armour Magic Defense) Monsters also have a Magic Defense stat. In their case, however, they do not follow the above formula and have their own specified value. MAGIC EVADE%: The chance a character has to evade a magic hit. This is displayed in the game character status screen as "M. Evade". The formula for Magic Evade% is: Magic Evade% = (Intellect/2) + (Spirit/2) Monsters also have a Magic Evade% stat. In their case, however, they do not follow the above formula and have their own specified value. MAGIC ATTACK MULTIPLIER: The maximum number times a character can hit in one magic attack command. This is not displayed anywhere in the game. The number of hits that succeed are not shown in battle either, only the final resulting magic damage. There are three different types of magic, and thus three different formulas for Magic Attack Multiplier: Black Magic Attack Multiplier = (Intellect/16) + (Level/16) + (Skill/32) + 1 White Magic Attack Multiplier = (Spirit/16) + (Level/16) + (Skill/32) + 1 Call Magic Attack Multiplier = (Intellect/8) + (((Skill/8)*3)/2) + 1 Monsters use the same formulas shown above when attacking with magic. MAGIC HIT%: The chance a character has to land a magic hit. This is not displayed anywhere in the game. There are three different types of magic, and thus three different formulas for Magic Hit%: Black Magic Hit% = (Spell Hit%) + (Intellect/2) White Magic Hit% = (Spell Hit%) + (Spirit/2) Call Magic Hit% = (Spell Hit%) + (Intellect) Monsters use the same formulas shown above when attacking with magic. MAGIC ATTACK DAMAGE: The base amount of damage a character will do when attacking with magic. This is not displayed anywhere in the game. There are four different formulas for Magic Attack Damage: Black Magic Attack Damage = (Spell Damage) + (Intellect/2) For offensive White spells (Holy, Aero2, Aero): White Magic Attack Damage = (Spell Damage) + (Spirit/2) For non-offensive White spells (Cure4, Cure3, Cure2, Cure, Haste, Safe): White Magic Attack Damage = (Spell Damage) Call Magic Attack Damage = (Spell Damage) + (Intellect) Monsters use the same formulas shown above when attacking with magic. MAGIC DEFENSE MULTIPLIER: The maximum number of hits a character can avoid from a magic attack made on that character. This is not displayed anywhere in the game. The formula for Magic Defense Multiplier is: Magic Defense Multiplier = (Agility/32) + (Intellect/32) + (Spirit/32) Monsters also have a Magic Defense Multiplier stat. In their case, however, they do not follow the above formula and have their own specified value. WEAPON DAMAGE: The Attack Damage of the equipped weapon. Each weapon has their own Weapon Damage value (see Weapon Data). WEAPON HIT%: The Hit% of the weapon equipped. Each weapon has their own Weapon Hit% value (see Weapon Data). ARMOUR DEFENSE: The Defense of the armour equipped. Each armour has their own Armour Defense value (see Armour Data). ARMOUR EVADE%: The Evade% of the armour equipped. Each armour has their own Armour Evade% value (see Armour Data). ARMOUR MAGIC DEFENSE: The Magic Defense of the armour equipped. Each armour has their own Armour Magic Defense value (see Armour Data). SPELL DAMAGE: The Magic Attack Damage of that spell. Each spell has their own Spell Damage value (see Magic Data). SPELL HIT%: The Magic Hit% of that spell. Each spell has their own Spell Hit% value (see Magic Data). ITEM MAGIC ATTACK MULTIPLIER: When items are used, they essential cast the spell that is associated with it. Items use their own Magic Attack Multiplier, though (see Item Data). ITEM MAGIC HIT%: When items are used, they essential cast the spell that is associated with it. Items always have a Magic Hit% of 100. BLACK MAGIC: Magic spells usable by the Black Wizard, Red Wizard, Warlock and Sage. Also, for damage calculation purposes, all Terrain commands used by the Geomancer are considered Black magic. WHITE MAGIC: Magic spells usable by the White Wizard, Red Wizard, Hunter, Mystic Knight, Shaman and Sage. Note that there is a different Magic Attack Damage formula for offensive White magic (Holy, Aero2, Aero) and non-offensive White magic (Cure4, Cure3, Cure2, Cure, Haste, Safe). Also, Toad, Mini, Life and Life2 have a Magic Hit% of 100 when cast on a party member. When cast on an enemy, the Magic Hit% listed in the Magic Data section is used. CALL MAGIC: Magic spells usable by the Conjurer, Summoner and Sage. VULNERABLE STATE: There can be times when a character becomes vulnerable. In these cases, the character's Defense, and Defense Multiplier become zero and they also receive double damage from physical attacks. Vulnerable states include becoming Toad, Mini, and immediately after executing a 'Buildup' command until just prior to a subsequent 'Fight' or 'Overload'. In addition, if ANY character in the party chooses the 'Run' or 'Escape' command, then ALL party members become vulnerable for the entire round. In the case Buildup, Toad or Mini, the character's Magic Defense also becomes zero and they will also receive double damage from magic attacks. They will not, however, receive double healing from White magic. Also, in the case of Toad and Mini, the character's Magic Defense Multiplier will also become zero. ATTACKER: The one that is initiating an action command. An action command can be either 'Fight', 'Magic', 'Item', 'Jump', 'Sing'. In the damage calculation formulas, the stats Attack Damage, Attack Multiplier, Hit%, Magic Attack Damage, Magic Hit%, Magic Attack Multiplier all refer to the attacker's stats. TARGET: The target of the attacker's action command. Most actions allow the attacker to choose a target. Some allow the attacker to attack all targets. Some will automatically target all enemies or all allies. In the damage calculation formulas, the stats Defense, Defense Multiplier, Evade%, Magic Defense, Magic Defense Multiplier, Magic Evade% all refer to the target's stats. ------------------------------------------------------------------------------ VII. DAMAGE CALCULATION FORMULA: BRIEF GENERAL FORMULA ------------------------------------------------------------------------------ The damage calculation formula is essentially the same regardless of what type of attack is made or who the attacker or target is. The following is a very brief overview of how damage is calculated from an attack. For magic attacks, use the appropriate magic stats. ************************** NOTATION AND ABBREVIATIONS ************************** (x..y) Refers to a uniformly distributed random number between x and y inclusive. M Net Attack Multiplier ************************ DAMAGE CALCULATION STEPS ************************ 1) CALCULATE BASE DAMAGE Base Damage = Attack Damage 2) APPLY BASE DAMAGE BONUSES AND PENALTIES Base Damage = (Base Damage + (additive bonuses)) * (multiplicative bonuses or penalties) 3) APPLY RANDOM RANGE TO BASE DAMAGE Base Damage = (Base Damage..Base Damage*1.5) 4) SUBTRACT TARGET'S DEFENSE Base Damage = Base Damage - Defense 5) CALCULATE NET ATTACK MULTIPLIER M (on average) ~= ((Attack Multiplier) * Hit%) - ((Defense Multiplier) * Evade%) 6) MULTIPLY BASE DAMAGE BY NET ATTACK MULTIPLIER Final Damage = Base Damage * M 7) APPLY FINAL DAMAGE BONUSES AND PENALTIES Final Damage = Final Damage * (bonuses or penalties) 8) DUAL WIELDING OR MULTIPLE TARGETS Repeat Steps 1-7 for each weapon in each hand. Repeat Steps 1-7 for each target. ------------------------------------------------------------------------------ VIII. DAMAGE CALCULATION FORMULA: BONUSES AND PENALTIES REFERENCE ------------------------------------------------------------------------------ For easy reference, here is a list of commands, spells etc. and a summary of their effects in the damage calculation formula. *********** 1) COMMANDS *********** 1.1) DEFEND Immediately after a character executes a 'Defend' command, he will receive a bonus against physical attacks. This bonus only lasts until the end of the current round. Defense = Defense * 4 This bonus is applied in Step 4. 1.2) TERRAIN A Geomancer's 'Terrain' commands are considered Black Magic. The same formulas that pertain to Black Magic are also used for Terrain, namely: Magic Damage = (Spell Damage) + (Intellect/2) Magic Hit% = (Spell Hit%) + (Intellect/2) Magic Attack Multiplier = (Intellect/16) + (Level/16) + 1 One important difference, though, is that if the Geomancer misses all targets (i.e. M (calculated from Step 5) = 0 for ALL targets) then instead of an 'Ineffective' message, you get a 'Backfired' message. The Geomancer also subsequently sustains (MAX HP)/4 damage. 1.3) JUMP If a Dragoon is landing an attack from a 'Jump' command: Final Damage = Final Damage * 3 This bonus is applied in Step 7. 1.4) BUILDUP The Karateka's 'Buildup' command has three basic effects: a bonus to Final Damage, a penalty to the Karateka's Defense, Defense Multiplier and Magic Defense, and finally, the Karateka receives double damage (but not double healing) whenever he is the target of a physical or magic attack. If a Karateka has executed one 'Buildup' command prior to the current attack, then: Final Damage = Final Damage * 2 If a Karateka has executed two 'Buildup' commands prior to the current attack, then: Final Damage = Final Damage * 3 Note that immediately after a Karateka executes a third 'Buildup' command without a 'Fight' command, then an 'Overload' occurs and the current attack is aborted and HP = (Current HP)/2 These bonuses are applied in Step 7. Immediately after a Karateka has executed a 'Buildup' command and just prior to a subsequent 'Fight' or 'Overload', becomes vulnerable and has the following penalties: Defense = 0 Defense Multiplier = 0 In addition the Karateka receives a penalty to his Magic Defense: Magic Defense = 0 These penalties are applied in Steps 4 and 5. Also during this period, whenever the Karateka is the target of a physical or magic attack, that attacker receives a bonus to Base Damage. Non-offensive White magic spells (i.e. healing), however, do not receive this bonus: Base Damage = Base Damage * 2 (not for non-offensive White magic) This bonus is applied in Step 2 for the one attacking the Karateka. 1.5) SCARE Each use the Bard's 'Scare' command reduces all enemies' levels: Enemy level = Enemy level - 3 Multiple uses of 'Scare' can eventually lead to enemies running away instead of attacking in battle. An enemy will only run away if: (Lowest character level) - (Enemy level) > 15 If the above condition is met, then the chance that a monster will choose to Run will be: %Chance to Run = 100 - Monster Hit% Also note that as an enemy level is decreased there is also the potential of reducing its Magic Attack Multiplier. Bosses are immune to 'Scare' and will also never attempt to Run. 1.6) CHEER Each use of the Bard's 'Cheer' command gives an additive bonus to physical Base Damage for each party member: Base Damage = Base Damage + 10 (for physical attacks only) This bonus is applied in Step 2. 1.7) RUN AND ESCAPE If a character chooses the 'Run' or 'Escape' command, then for that entire round, ALL party members will be in a vulnerable state and receive the following defensive penalties: Defense = 0 Defense Multiplier = 0 These penalties are applied in Steps 4 and 5. Anyone attacking any of the party members will also receive a bonus to Base Damage for physical attacks: Base Damage = Base Damage * 2 (for physical attacks only) This bonus is applied in Step 2 for the one attacking the party member. Note that monsters that attempt to Run receive NO penalties and party members that attack monsters that attempt to Run receive no bonuses. 1.8) ITEM Using an item is essentially the same as casting the spell that is associated with that item. The damage calculation formula is same for items as it is for magic attacks. There are, however, two important differences: i) Items have their own Magic Attack Multiplier. This is not influenced by any of the attacker's stats. ii) Items have their Magic Hit% of 100. This is also not influenced by any of the attacker's stats, nor is it affected by Blind. In general, all weapons that can be used to cast spells have a Magic Attack Multiplier of one. Most other items have a Magic Attack Multiplier of three. ********* 2) SPELLS ********* 2.1) HASTE Although Haste doesn't appear to cause or heal any damage, it does have a Spell Damage value. When someone casts Haste, apply Steps 1-6 to calculate M and Final Damage for Haste. The target of the Haste spell then receives a bonus to his Attack Multiplier and Base Damage: Base Damage = Base Damage + (Final Damage calculated from Haste) A.M = A.M. + (M calculated from Haste) The Base Damage bonus is applied in Step 2 for the Hasted target. The Attack Multiplier is applied in Step 5 for the Hasted target. Note that the maximum value for Base Damage is 255 and the maximum value for A.M. is 16. If the target already has a maximum value in either Base Damage of A.M., then the Haste spell becomes 'Ineffective'. 2.2) SAFE Although Safe doesn't appear to cause or heal any damage, it does have a Spell Damage value. When someone casts Safe, apply Steps 1-6 to calculate Final Damage for Safe. The target of the Safe spell then receives a bonus to his Defense and Magic Defense: Defense = Defense + (Final Damage calculated from Safe) Magic Defense = Magic Defense + (Final Damage calculated from Safe) These bonuses are applied in Step 4 for the Safe target. Note that the maximum value for Defense or Magic Defense is 255. If the target already has a maximum value in either Defense or Magic Defense, then the Safe spell becomes 'Ineffective'. 2.3) KILL The Kill spell follows the normal Magic Hit% formulas like all other spells, but with one major difference. The Kill spell will not work at all against targets whose levels are too high, relative to the caster. IF Target Level >= ((((Attacker Level)/2)*3)/2) Magic Hit% = 0 This penalty is applied in Step 5 2.4) CURE4 If Cure4 is cast on a single target, that target fully heals his HP. If Cure4 is cast on multiple targets, use Steps 1-8 normally to calculate the amount cured. 2.5) TOAD, MINI, LIFE, LIFE2 When these spells are cast on a party member, their Magic Hit% is 100. If they are cast on an enemy, use the normal Magic Hit% formula. 2.6) OFFENSIVE AND NON-OFFENSIVE WHITE SPELLS Offensive and non-offensive White spells have different formulas for Magic Damage: Offensive White spells: White Magic Attack Damage = (Spell Damage) + (Spirit/2) Non-offensive White spells: White Magic Attack Damage = (Spell Damage) Offensive White spells include Holy, Aero2 and Aero. Non-offensive White spells include Cure4, Cure3, Cure2, Haste and Safe. Note that the non-offensive formula still applies to the Cure spells, even if they are used to inflict damage against the undead. 2.7) AUTO-TARGETTING SPELLS Normally, when you choose to cast a spell against multiple targets, Final Damage receives a penalty: Final Damage = (Final Damage)/(# of targets selected) This penalty is applied in Step 7. Some spells however, will automatically target all enemies or all allies. These spells do not receive the above penalty. Spells that automatically target all enemies include Quake, Meteo, some Terrain spells and all Call spells cast by a Summoner or Sage. Enemy magic that automatically targets all party members include Flame, Blizzard, Thunder, Tsunami, Flarewave, Atom Edge, Poison, Mindblast and Megaflare. 2.8) WALL A successful casting of Wall on a target creates a barrier in front of that target. The next time an enemy targets that character with a magic attack, the spell is redirected back to an enemy party member. For damage calculation purposes, the formulas, bonuses and penalties are the same as if the caster had self-targeted himself or his party member with that spell. After reflecting one spell, the effects of Wall cease. Only one Wall may be in effect for one character at a time. Multiple castings of Wall on the same target have no effect. Wall does not reflects spells that were cast by their own party member (i.e. you may still heal someone with Wall). Only certain Black, White and Enemy magic spells may be reflected (see Magic Data). 2.9) WWIND A successful casting of WWind on a target reduces that target's HP to (Spell Damage..Spell Damage * 2). Note that in this case, Final Damage in Step 6 is not used and M from Step 5 is used only to check for spell success. ******************** 3) ELEMENTAL EFFECTS ******************** 3.1) ELEMENTAL WEAKNESS Note that for attacks with multiple elements, as long as the target is weak against at least one of those elements, then the target will be considered weak. If the target is weak against the attacking element, then: Base Damage = Base Damage * 2 This bonus is applied in Step 2. 3.2) ELEMENTAL STRENGTH Note that for attacks with multiple elements, as long as the target is strong against at least one of those elements and is not weak against any of those elements, then the target will be considered strong. If the target is strong against the attacking element, then: Base Damage = Base Damage / 2 This bonus is applied in Step 2. ***************** 4) STATUS EFFECTS ***************** 4.1) BLIND An attacker that is 'Blind' receives a penalty to his Hit% and Magic Hit%. Note that Item Magic Hit% is not affected by Blind. Hit% = (Hit%/2) Magic Hit% = (Magic Hit%/2) These penalties are applied in Step 5. 4.2) TOAD AND MINI If a character that is Toad or Mini makes a physical attack: Base Damage = 0 (for physical attacks only) This penalty is applied in Step 2. This penalty supersedes every other bonus in Step 2 (i.e. a Hasted or Cheered Toad still only does 1 damage). The other bonuses are still recorded and in the event that the character recovers from Toad or Mini, he will be restored to the new improved Base Damage. A Toad or Mini character is in a vulnerable state. Whenever a Toad or Mini character is the target of an attack: Defense = 0 Defense Multiplier = 0 In addition, a Toad or Mini character also has a penalty to Magic Defense and Magic Defense Multiplier: Magic Defense = 0 Magic Defense Multiplier = 0 These penalties are applied in Steps 4 and 5. The one attacking the Toad or Mini character also receives a bonus to Base Damage. Non-offensive White magic spells (i.e. healing), however, do not receive this bonus: Base Damage = Base Damage * 2 (not for non-offensive White magic) This bonus is applied in Step 2 for the one attacking the Toad or Mini character. 4.3) BACK ROW OK, not exactly a status effect, but it is a state of being. Anyway, an attacker that makes a physical attack to or from the back row receives a penalty to Hit%: Hit% = (Hit%/2) This penalty is applied in Step 5. ************** MINIMUM DAMAGE ************** As long as you connect with at least one hit (i.e. M > 0 in Step 5), then the Final Damage will always be at least one. IF (M > 0) and (Final Damage <= 0) Final Damage = 1 This is applied in Step 7. *************** SELF-TARGETTING *************** If you target your own party member with a physical attack then that target receives penalty to its Defense: Defense = 0 This penalty is applied in Step 4. If you target your own party member with a magic attack, then that target receives the following penalties: Magic Defense = 0 Magic Defense Multiplier = 0 These penalties are applied in Step 4. ------------------------------------------------------------------------------ IX. DAMAGE CALCULATION FORMULA: CHARACTER PHYSICAL ATTACKS ------------------------------------------------------------------------------ The following are detailed steps for calculating damage when a character uses a physical attack. These steps are all cumulative, calculated in the following order: ************************ 1) CALCULATE BASE DAMAGE ************************ Base Damage = Weapon Base + (Strength/4) + (Skill/4) ****************************************** 2) APPLY BASE DAMAGE BONUSES AND PENALTIES ****************************************** 2.1) BASE DAMAGE ADDITIVE BONUSES 2.1.1) HASTE SPELL Attackers that have had Haste cast on them get an additive bonus for physical attacks. This bonus is equal to the calculated Final Damage from the caster's Haste spell (via Steps 1-6). Base Damage = Base Damage + (Final Damage calculated from Haste) 2.1.2) CHEER COMMAND Each use of the Bard's 'Cheer' command gives an additive bonus to physical Base Damage for each party member: Base Damage = Base Damage + 10 2.2) BASE DAMAGE MULTIPLICATIVE BONUSES 2.2.1) ELEMENTAL WEAKNESS Note that for attacks with multiple elements, as long as the target is weak against at least one of those elements, then the target will be considered weak. If the target is weak against the attacking element, then: Base Damage = Base Damage * 2 2.2.2) VULNERABLE TARGET Vulnerable states include being a Frog, Mini, immediately after executing a 'Buildup' command and just prior to a subsequent 'Fight' or 'Overload', and also during the entire round when the target or any of its party members attempt to Run or Escape. If the target of the attack is in a vulnerable state: Base Damage = Base Damage * 2 Note the above vulnerable conditions can only apply to party members. This bonus is only applied to a character that targets his own party member that is vulnerable. 2.3) BASE DAMAGE MULTIPLICATIVE PENALTIES 2.3.1) ELEMENTAL STRENGTH Note that for attacks with multiple elements, as long as the target is strong against at least one of those elements and is not weak against any of those elements, then the target will be considered strong. If the target is strong against the attacking element, then: Base Damage = Base Damage / 2 2.3.2) TOAD OR MINI If the attacker is Toad or Mini then: Base Damage = 0 Note that this penalty supersedes every other bonus list above. However, bonuses are still remembered and in the event that the target recovers from Toad or Mini status, he will be restored to the new, higher Base Damage value. ************************************ 3) APPLY RANDOM RANGE TO BASE DAMAGE ************************************ Apply a random range to the Base Damage: Base Damage = (Base Damage..Base Damage*1.5) **************************** 4) SUBTRACT TARGET'S DEFENSE **************************** The target's defense value will reduce the Base Damage of the attack. 4.1) INITIAL DEFENSE VALUE 4.1.1) MONSTER DEFENSE Against physical attacks, Monsters have their own Defense stat (referenced via a lookup table): Defense = Monster Defense 4.1.2) SELF-TARGETTING If the attacker is targeting a party member: Defense = 0 4.2) DEFENSE BONUSES 4.2.1) SAFE SPELL Targets that have had Safe cast on them get an additive bonus. This bonus is equal to the calculated Final Damage from the caster's Safe spell (via Steps 1-6). Defense = Defense + (Final Damage calculated from Safe) 4.3) BASE DAMAGE CALCULATION Subtract the target's Defense value from the attacker's base Damage: Base Damage = Base Damage - Defense ********************************** 5) CALCULATE NET ATTACK MULTIPLIER ********************************** A.M. = Attack Multiplier D.M. = Defense Multiplier M = Net Attack Multiplier 5.1) ATTACK MULTIPLIER 5.1.1) INITIAL VALUE OF ATTACK MULTIPLIER A.M. = (Agility/16) + (Level/16) + 1 5.1.2) ATTACK MULTIPLIER BONUSES 5.1.2.1) HASTE SPELL Attackers that have had Haste cast on them get an additive bonus for physical attacks. This bonus is equal to the calculated Net Multiplier from the caster's Haste spell (via Step 5). Note that A.M. has a maximum value of 16. If Haste is cast on a target that already has an A.M. of 16, then the spell will be ineffective (the target will NOT receive a damage bonus). A.M. = A.M. + (M calculated from Haste) 5.2) HIT% 5.2.1) INITIAL VALUE OF HIT% Note that Hit% has a maximum value of 99. This maximum limit is applied BEFORE applying any Hit% penalties. Hit% = Weapons Base Hit% + (Agility/4) + (Skill/4) 5.2.2) HIT% PENALTIES 5.2.2.1) BACK ROW For physical attacks, if attacking to or from the back row: Hit% = Hit%/2 5.2.2.2) BLIND STATUS If the attacker is Blind: Hit% = Hit%/2 5.3) DEFENSE MULTIPLIER 5.3.1) INITIAL VALUE OF DEFENSE MULTIPLIER 5.3.1.1) MONSTER DEFENSE MULTIPLIER Against physical attacks, Monsters have their own Defense Multiplier stat (referenced via a lookup table): D.M. = Monster Defense Multiplier 5.3.1.2) SELF-TARGETTING If the attacker is targeting a party member, then if the target is equipped with a shield: D.M. = (Agility/16) + (Level/16) + 1 * (number of shields equipped) If the party member target is not equipped with a shield: D.M. = (Agility/32) + (Level/32) 5.3.2) DEFENSE MULTIPLIER PENALTIES 5.3.2.1) VULNERABLE TARGET If the character is physically attacking their own party member who is in a vulnerable state: D.M. = 0 5.4) EVADE% 5.4.1) INITIAL VALUES OF EVADE% 5.4.1.1) MONSTER EVADE% Against physical attacks, Monsters have their own Evade% (referenced via a lookup table): Evade% = Monster Evade% 5.4.1.1) SELF-TARGETTING If the attacker is targeting a party member: Evade% = Sum of all worn (Armour Evade%) + (Agility/4) 5.5) NET ATTACK MULTIPLIER CALCALUTION The following is just a theory, but it does fit with observed testing: M = 0 FOR I = 1..A.M. IF (1..100) <= Hit% M = M + 1 FOR I = 1..D.M. IF (1..100) <= Evade% M = M - 1 M is Net Attack Multiplier. If M <= 0 then the attack is a 'Miss'. ************************************************ 6) MULTIPLY BASE DAMAGE BY NET ATTACK MULTIPLIER ************************************************ Using Base Damage calculated from Steps 1-4, and Net Attack Multiplier (M) from Step 5: Final Damage = Base Damage * M ******************************************* 7) APPLY FINAL DAMAGE BONUSES AND PENALTIES ******************************************* 7.1) FINAL DAMAGE BONUSES 7.1.1) BUILDUP COMMAND If a Karateka has executed one 'Buildup' command prior to the current attack, then: Final Damage = Final Damage * 2 If a Karateka has executed two 'Buildup' commands prior to the current attack, then: Final Damage = Final Damage * 3 Note that immediately after a Karateka executes a third 'Buildup' command without a 'Fight' command, then an 'Overload' occurs and the current attack is aborted and HP = (Current HP)/2 7.1.2) JUMP COMMAND If a Dragoon is landing an attack from a 'Jump' command: Final Damage = Final Damage * 3 7.2) MINIMUM DAMAGE As long as M > 0, then Final Damage is always at least one: IF (M > 0) and (Final Damage <= 0) Final Damage = 1 7.3) STATUS ATTACKS If the attacker's physical attack has a Status effect, then: N = 0 FOR I = 1..M IF (1..100) <= (Hit%-Evade%) N = N + 1 The status will be inflicted on the target as long as N > 0. **************** 8) DUAL WIELDING **************** If the attacker is wielding two weapons, apply Steps 1-7 for each hand. Final Damage is the sum from each hand and the number of hits shown on screen is the sum of the Net Attack Multipliers from each hand: Final Damage = Final Damage (from Right Hand) + Final Damage (from Left Hand) M (displayed on screen) = M (from Right Hand) + M (from Left Hand) ------------------------------------------------------------------------------ X. DAMAGE CALCULATION FORMULA: MONSTER PHYSICAL ATTACKS ------------------------------------------------------------------------------ The following are detailed steps for calculating damage when a monster uses a physical attack. These steps are all cumulative, calculated in the following order: ************************ 1) CALCULATE BASE DAMAGE ************************ Monsters have their own Attack Damage (referenced via a lookup table): Base Damage = Monster Attack Damage ****************************************** 2) APPLY BASE DAMAGE BONUSES AND PENALTIES ****************************************** 2.1) BASE DAMAGE ADDITIVE BONUSES 2.1.1) HASTE SPELL Attackers that have had Haste cast on them get an additive bonus for physical attacks. This bonus is equal to the calculated Final Damage from the caster's Haste spell (via Steps 1-6). Base Damage = Base Damage + (Final Damage calculated from Haste) 2.2) BASE DAMAGE MULTIPLICATIVE BONUSES 2.2.1) ELEMENTAL WEAKNESS Note that for attacks with multiple elements, as long as the target is weak against at least one of those elements, then the target will be considered weak. If the target is weak against the attacking element, then: Base Damage = Base Damage * 2 2.2.2) VULNERABLE TARGET Vulnerable states include being a Frog, Mini, immediately after executing a 'Buildup' command and just prior to a subsequent 'Fight' or 'Overload', and also during the entire round when the target or any of its party members attempt to Run or Escape. If the target of the attack is in a vulnerable state: Base Damage = Base Damage * 2 2.3) BASE DAMAGE MULTIPLICATIVE PENALTIES 2.3.1) ELEMENTAL STRENGTH Note that for attacks with multiple elements, as long as the target is strong against at least one of those elements and is not weak against any of those elements, then the target will be considered strong. If the target is strong against the attacking element, then: Base Damage = Base Damage / 2 ************************************ 3) APPLY RANDOM RANGE TO BASE DAMAGE ************************************ Apply a random range to the Base Damage: Base Damage = (Base Damage..Base Damage*1.5) **************************** 4) SUBTRACT TARGET'S DEFENSE **************************** The target's defense value will reduce the Base Damage of the attack. 4.1) INITIAL DEFENSE VALUE 4.1.1) CHARACTER DEFENSE Defense = Sum of all worn (Armour Defense) + (Vitality/2) 4.2) DEFENSE BONUSES 4.2.1) SAFE SPELL Targets that have had Safe cast on them get an additive bonus. This bonus is equal to the calculated Final Damage from the caster's Safe spell (via Steps 1-6). Defense = Defense + (Final Damage calculated from Safe) 4.2.2) DEFEND COMMAND Immediately after a target executes a 'Defend' command, he will receive a bonus against physical attacks. This bonus only lasts until the end of the current round. Defense = Defense * 4 4.3) DEFENSE PENALTIES 4.3.1) VULNERABLE TARGET If the target of the attack is in a vulnerable state: Defense = 0 4.4) BASE DAMAGE CALCULATION Subtract the target's Defense value from the attacker's base Damage: Base Damage = Base Damage - Defense ********************************** 5) CALCULATE NET ATTACK MULTIPLIER ********************************** A.M. = Attack Multiplier D.M. = Defense Multiplier M = Net Attack Multiplier 5.1) ATTACK MULTIPLIER 5.1.1) INITIAL VALUE OF ATTACK MULTIPLIER Monsters have their own Attack Multiplier (referenced via a lookup table): A.M. = Monster Attack Multiplier 5.1.2) ATTACK MULTIPLIER BONUSES 5.1.2.1) HASTE SPELL Attackers that have had Haste cast on them get an additive bonus for physical attacks. This bonus is equal to the calculated Net Multiplier from the caster's Haste spell (via Step 5). Note that A.M. has a maximum value of 16. If Haste is cast on a target that already has an A.M. of 16, then the spell will be ineffective (the target will NOT receive a damage bonus). A.M. = A.M. + (M calculated from Haste) 5.2) HIT% 5.2.1) INITIAL VALUE OF HIT% Monsters have their own Hit% (referenced via a lookup table): Hit% = Monster Hit% 5.2.2) HIT% PENALTIES 5.2.2.1) BACK ROW For physical attacks, if attacking to or from the back row: Hit% = Hit%/2 5.2.2.2) BLIND STATUS If the attacker is Blind: Hit% = Hit%/2 5.3) DEFENSE MULTIPLIER 5.3.1) INITIAL VALUE OF DEFENSE MULTIPLIER 5.3.1.1) CHARACTER DEFENSE MULTIPLIER If the target is equipped with a shield: D.M. = (Agility/16) + (Level/16) + 1 * (number of shields equipped) If the target is not equipped with a shield: D.M. = (Agility/32) + (Level/32) 5.3.2) DEFENSE MULTIPLIER PENALTIES 5.3.2.1) VULNERABLE TARGET If the target of a physical attack is in a vulnerable state: D.M. = 0 5.4) EVADE% 5.4.1) INITIAL VALUES OF EVADE% 5.4.1.1) CHARACTER EVADE% Evade% = Sum of all worn (Armour Evade%) + (Agility/4) 5.5) NET ATTACK MULTIPLIER CALCALUTION The following is just a theory, but it does fit with observed testing: M = 0 FOR I = 1..A.M. IF (1..100) <= Hit% M = M + 1 FOR I = 1..D.M. IF (1..100) <= Evade% M = M - 1 M is Net Attack Multiplier. If M <= 0 then the attack is a 'Miss'. ************************************************ 6) MULTIPLY BASE DAMAGE BY NET ATTACK MULTIPLIER ************************************************ Using Base Damage calculated from Steps 1-4, and Net Attack Multiplier (M) from Step 5: Final Damage = Base Damage * M ******************************************* 7) APPLY FINAL DAMAGE BONUSES AND PENALTIES ******************************************* 7.1) MINIMUM DAMAGE As long as M > 0, then Final Damage is always at least one: IF (M > 0) and (Final Damage <= 0) Final Damage = 1 7.2) STATUS ATTACKS If the attacker's physical attack has a Status effect, then: N = 0 FOR I = 1..M IF (1..100) <= (Hit%-Evade%) N = N + 1 The status will be inflicted on the target as long as N > 0. ------------------------------------------------------------------------------ XI. DAMAGE CALCULATION FORMULA: MAGIC ATTACKS & ITEMS ------------------------------------------------------------------------------ Monsters cast spells or use special attacks similar to the way characters cast spells. The damage calculation formula is essentially same in either case. Also, a character that uses an item is essentially casting the spell that is associated with that item and again the damage calculation formula is similar. Two important differences with items are: i) Items have their own Magic Attack Multiplier. This is not influenced by any of the attacker's stats. ii) Items have their Magic Hit% of 100. This is also not influenced by any of the attacker's stats, nor is it affected by Blind. Finally, the Geomancer's 'Terrain' command is essentially the same as casting Black Magic, without using MP. The following are detailed steps for calculating damage when a magic attack is made. These steps are all cumulative, calculated in the following order: ************************ 1) CALCULATE BASE DAMAGE ************************ 1.1) BLACK MAGIC DAMAGE Note that Black Magic also includes the Terrain command from the Geomancer. Base Damage = Spell Damage + (Intellect/2) 1.2) WHITE MAGIC DAMAGE For offensive White magic (Holy, Aero2, Aero): Base Damage = Spell Damage + (Spirit/2) For non-offensive White magic (Cure4, Cure3, Cure2, Cure, Haste, Safe): Base Damage = Spell Damage 1.3) CALL MAGIC DAMAGE For Call Magic: Base Damage = Spell Damage + Intellect ****************************************** 2) APPLY BASE DAMAGE BONUSES AND PENALTIES ****************************************** 2.1) BASE DAMAGE MULTIPLICATIVE BONUSES 2.1.1) ELEMENTAL WEAKNESS Note that for attacks with multiple elements, as long as the target is weak against at least one of those elements, then the target will be considered weak. If the target is weak against the attacking element, then: Base Damage = Base Damage * 2 2.1.2) TARGETS THAT ARE TOAD, MINI OR BUILDUP If the target is a Frog, Mini or has executed a 'Buildup' command and not executed a subsequent 'Fight' or 'Overload', the attacker gets a bonus to Base Damage. Note this does NOT apply for non-offensive White magic: Base Damage = Base Damage * 2 (not for non-offensive White magic) 2.2) BASE DAMAGE MULTIPLICATIVE PENALTIES 2.2.1) ELEMENTAL STRENGTH Note that for attacks with multiple elements, as long as the target is strong against at least one of those elements and is not weak against any of those elements, then the target will be considered strong. If the target is strong against the attacking element, then: Base Damage = Base Damage / 2 ************************************ 3) APPLY RANDOM RANGE TO BASE DAMAGE ************************************ Apply a random range to the Base Damage: Base Damage = (Base Damage..Base Damage*1.5) **************************** 4) SUBTRACT TARGET'S DEFENSE **************************** The target's magic defense value will reduce the Base Damage of the attack. 4.1) INITIAL DEFENSE VALUE 4.1.1) CHARACTER MAGIC DEFENSE Defense = Sum of all (Armour Base Magic Defense) worn 4.1.2) MONSTER MAGIC DEFENSE Against magic attacks, Monsters have their own Magic Defense stat (referenced via a lookup table): Defense = Monster Magic Defense 4.1.3) SELF-TARGETTING If the attacker is targeting his own party member: Defense = 0 4.2) DEFENSE BONUSES 4.2.1) SAFE SPELL Targets that have had Safe cast on them get an additive bonus. This bonus is equal to the calculated Final Damage from the caster's Safe spell (via Steps 1-6). Defense = Defense + (Final Damage calculated from Safe) 4.3) DEFENSE PENALTIES 4.3.1) TARGETS THAT ARE TOAD, MINI OR BUILDUP If the target is a Frog, Mini or has executed a 'Buildup' command and not executed a subsequent 'Fight' or 'Overload', the target gets a penalty to Defense: Defense = 0 4.4) BASE DAMAGE CALCULATION Subtract the target's Defense value from the attacker's base Damage: Base Damage = Base Damage - Defense ********************************** 5) CALCULATE NET ATTACK MULTIPLIER ********************************** A.M. = Attack Multiplier D.M. = Defense Multiplier M = Net Attack Multiplier 5.1) ATTACK MULTIPLIER 5.1.1) BLACK MAGIC ATTACK MULTIPLIER Note that Black Magic also includes the Terrain command from the Geomancer. A.M. = (Intellect/16) + (Level/16) + (Skill/32) + 1 5.1.2) WHITE MAGIC ATTACK MULTIPLIER For White magic: A.M. = (Spirit/16) + (Level/16) + (Skill/32) + 1 5.1.3) CALL MAGIC ATTACK MULTIPLIER For Call magic: A.M. = (Intellect/8) + (((Skill/8)*3)/2) + 1 5.1.4) ITEM ATTACK MULTIPLIER Items have their own attack multiplier that is not influenced by any of the character's stats. A.M. = Item Attack Multiplier 5.2) HIT% 5.2.1) INITIAL VALUE OF HIT% 5.2.1.1) BLACK SPELL HIT% Note that Black Magic also includes the Terrain command from the Geomancer. Hit% = Spell Hit% + (Intellect/2) 5.2.1.2) WHITE SPELL HIT% For White magic: Hit% = Spell Hit% + (Spirit/2) 5.2.1.3) CALL SPELL HIT% For Call Magic: Hit% = Spell Hit% + Intellect 5.2.1.4) ITEM HIT% All items have a Hit% of 100 that is not influenced by any of the character's stats. Hit% = 100 (for items only) 5.2.2) HIT% BONUSES 5.2.2.1) TOAD OR MINI ON PARTY MEMBERS Toad, Mini, Life and Life2 appear to have a Hit% of 100 when cast on party members: Hit% = 100 (for Toad, Mini, Life and Life2 cast on party members) 5.2.3) HIT% PENALTIES 5.2.3.1) BLIND STATUS Note that being Blind does not affect the Hit% of items. If the attacker is Blind: Hit% = Hit%/2 (not for items) 5.2.3.2) KILL SPELL The success rate of the Kill spell also depends on the relative levels between the target and caster: IF Target Level >= ((((Attacker Level)/2)*3)/2) Hit% = 0 5.3) DEFENSE MULTIPLIER 5.3.1) INITIAL VALUE OF DEFENSE MULTIPLIER 5.3.1.1) CHARACTER MAGIC DEFENSE MULTIPLIER D.M. = (Agility/32) + (Intellect/32) + (Spirit/32) 5.3.1.2) MONSTER MAGIC DEFENSE MULTIPLIER Against magic attacks, Monsters have their own Base Magic Defense Multiplier (referenced via a lookup table): D.M. = Monster Base Magic Defense Multiplier 5.3.2) DEFENSE MULTIPLIER PENALTIES 5.3.2.1) TOAD OR MINI If the target of a magic attack is a Toad or Mini: D.M. = 0 5.3.2.2) SELF-TARGETTING If the attacker is targeting a party member with magic, then: D.M. = 0 5.4) EVADE% 5.4.1) INITIAL VALUES OF EVADE% 5.4.1.1) CHARACTER MAGIC EVADE% Magic Evade% = (Intellect/2) + (Spirit/2) 5.4.1.2) MONSTER MAGIC EVADE% Against magic attacks, Monsters have their own Magic Evade% (referenced via a lookup table): Evade% = Monster Magic Evade% 5.5) NET ATTACK MULTIPLIER CALCALUTION The following is just a theory, but it does fit with observed testing: M = 0 FOR I = 1..A.M. IF (1..100) <= Hit% M = M + 1 FOR I = 1..D.M. IF (1..100) <= Evade% M = M - 1 M is Net Attack Multiplier. If M <= 0 then the attack is 'Ineffective'. For the 'Terrain' command, if M <= 0 against ALL targets, instead of 'Ineffective', then 'Backfired' occurs. The attacker subsequently also sustains (MAX HP)/4 damage. ************************************************ 6) MULTIPLY BASE DAMAGE BY NET ATTACK MULTIPLIER ************************************************ Using Base Damage calculated from Steps 1-4, and Net Attack Multiplier (M) from Step 5: Final Damage = Base Damage * M ******************************************* 7) APPLY FINAL DAMAGE BONUSES AND PENALTIES ******************************************* 7.1) FINAL DAMAGE BONUSES 7.1.1) CURE4 If Cure4 is cast on a single target, that target heals to full HP. If Cure4 is cast on multiple targets, follow all Steps in Damage Calculation normally. 7.2) FINAL DAMAGE PENALTIES 7.2.1) MULTIPLE TARGETS If the attacker has selected multiple targets instead of single target, then: Final Damage = (Final Damage)/(number of targets selected) Note this does NOT apply to spells that automatically targets multiple targets (Quake, Meteo, Call Spells) 7.3) MINIMUM DAMAGE As long as M > 0, then Final Damage is always at least one: IF (M > 0) and (Final Damage <= 0) Final Damage = 1 7.4) STATUS ATTACKS If the attacking spell has a Status effect, then the status will be inflicted on the target as long as M > 0. ******************* 8) MULTIPLE TARGETS ******************* If the attacker is attacking multiple targets, repeat Steps 1-7 for each target. ------------------------------------------------------------------------------ XII. DATA ------------------------------------------------------------------------------ These are my own data tables I've compiled from the FF3j rom hex data. Special thanks goes again to sqpat17 for finding and posting the hex offset data which let me find the data in the first place. Abbreviations: DAMAGE: Any letters that precede damage indicate an attack element: F Fire E Earth I Ice A Air T Thunder Dr Drain H Holy D Dark Petr(1/2) Slow Petrify. Requires two successful, separate attacks to Petrify Petr(1/3) Slow Petrify. Requires three successful, separate attacks to Petrify Str Strength Agl Agility Vit Vitality Int Intellect Spr Spirit F Mag Fire Magic Power Up B Mag Bolt Magic Power Up I Mag Ice Magic Power Up On Onion Kid Fi Fighter Mo Monk Ww White Wizard Bw Black Wizard Rw Red Wizard Hu Hunter Kn Knight Th Thief Sc Scholar Ge Geomancer Dr Dragoon Vi Viking Ka Karateka Mk Mystic Knight Co Conjurer Ba Bard Wa Warlock Sh Shaman Su Summoner Sa Sage Ni Ninja -Mk refers to all classes except the Mystic Knight *********** WEAPON DATA *********** FISTS+CLAWS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Empty 1 80% 0 All Kaiser 36 100% 7000 Ka Ni CatClaw 42 100% 14000 Ka Ni Dragon F,T:48 100% 18000 Ka Ni Elven 37 100% Casts 'Confu' 18000 Ka Ni HellClaw D:60 100% Adds Poison 40000 Ka Ni NUNCHUCKS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Nunchuck 12 70% 60 Mo Ni Tonfa 20 80% 500 Mo Ni 3-Part 25 70% 3000 Mo Ni RODS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Mithril 5 60% 400 Ww Bw Rw Co Wa Sh Su Sa Ni Flame F:12 70% F Mag Up 3000 Bw Rw Co Wa Su Sa Ni Ice I:12 70% I Mag Up 3000 Bw Rw Co Wa Su Sa Ni Light T:12 60% B Mag Up 3000 Bw Rw Co Wa Su Sa Ni Ultimate H,E,A, 80% Adds Petr(1/2) 30000 Wa Sa Ni F,I,T:20 STAVES WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Staff 3 50% 40 Ww Rw Sh Sa Ni Burning 8 50% Casts 'Fire' 3500 Ww Rw Sh Sa Ni Freezing 8 50% Casts 'Ice' 3500 Ww Rw Sh Sa Ni Shining 8 50% Casts 'Bolt' 3500 Ww Rw Sh Sa Ni Golem E:16 70% Casts 'Break', 13500 Ww Rw Sh Sa Ni Str+5, Adds Petr(1/3) Rune 20 80% Casts 'Ice 3' 18000 Ww Rw Sh Sa Ni Eldest 30 90% Casts 'Cure', 65000 Sh Sa Ni Int+5, Spr+5, F Mag Up, I Mag Up, B Mag Up, AXES AND HAMMERS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Hammer T:25 60% 500 Vi Ni Thor T:30 70% Casts 'Bolt2' 14000 Vi Ni Battle T:45 60% 5500 Vi Ni M.Star T:50 70% 8000 Vi Ni Tomahawk 60 80% 20000 Vi Ni GreatAxe T:75 80% 14000 Vi Ni Triton A:85 80% 20000 Vi Ni SPEARS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Thunder A,T:35 80% Casts 'Bolt2' 8000 Dr Ni Wind A:50 80% Casts 'Aero' 10000 Dr Ni Blood A,Dr:70 80% 20000 Dr Ni Holy H,A:100 80% 45000 Dr Ni KNIVES WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Knife 6 85% 20 On Fi Bw Rw Kn Th Ni Dagger 8 85% 60 On Fi Bw Rw Kn Th Ni Mithril 10 85% 500 On Fi Bw Rw Kn Th Ni M.Gauche 30 100% 7000 Th Ni Orialcon Dr:45 100% 1200 Th Ni AirKnife A:60 100% Casts 'Aero' 10000 Th Ni SWORDS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Shiny 5 20% 5000 Fi Kn Ni Long 10 80% 100 On Fi Kn Ni W.Slayer H:15 80% 1000 Rw Ni Mithril 17 85% 500 On Fi Kn Ni Serpent T:25 80% 1500 Fi Kn Ni Tyrving 29 75% 2800 Rw Ni Salamand F:32 80% Casts 'Fire' 3000 Fi Kn Ni IceBlade I:40 80% Casts 'Ice' 3000 Fi Kn Ni King 50 80% 5000 Fi Kn Ni Ancient H:5 80% Adds Paralysis 16500 Fi Kn Ni Blood Dr:35 80% 16500 Fi Kn Ni Defender 95 80% Casts 'Safe', 16500 Kn Ni Vit+5 Break E:120 80% Adds Petr(1/2) 30000 Kn Ni Excalibur 160 80% Str+5 65000 Kn Ni Ragnarok D:180 100% Str+5, Agl+5, 65500 Kn Mk Ni Vit+5 Onion 200 100% Str+5, Agl+5, 65500 On Vit+5 KATANAS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Ashura D:65 100% 20000 Mk Ni Kotetsu D:105 90% 21000 Mk Ni Kiku D:125 100% 22000 Mk Ni Masamune D:160 90% Agl+5, Vit+5 65000 Mk Ni BOOKS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Flame F:32 70% 3300 Sc Sa Ni Ice I:32 70% 3300 Sc Sa Ni Light T:32 70% 3300 Sc Sa Ni Inferno F:65 70% 15000 Sc Sa Ni Illumina T:65 80% 15000 Sc Sa Ni Blizzard I:65 80% 15000 Sc Sa Ni THROWING WEAPONS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Boomerng 35 70% 9000 Th Ni FullMoon 160 90% 62000 Kn Mk Ni Shuriken 200 100% 65500 Ni BELLS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Giyaman 25 80% 4500 Ge Ni Earth 30 80% Adds Paralysis 5500 Ge Ni Rune 40 100% 5500 Ge Ni HARPS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Madora 40 70% 8000 Ba Ni Dream 0 60% Adds Sleep 7500 Ba Ni Lamia 0 80% Adds Confusion 21500 Ba Ni Loki 60 100% 40000 Ba Ni BOWS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Bow 5 90% 100 On Fi Rw Hu Ni GreatBow 8 85% 1200 On Fi Rw Hu Ni Killer 15 85% 2000 Hu Ni Rune 25 90% 3000 Hu Ni Yoichi 50 100% 42000 Hu Ni ARROWS WEAPON DAMAGE HIT% NOTES PRICE JOB EQUIPPABLE Wooden 6 90% 5 On Fi Rw Hu Ni Holy H:13 85% 10 On Fi Rw Hu Ni Iron 17 85% 10 On Fi Rw Hu Ni Bolt T:30 85% 30 Hu Ni Fire F:30 90% 30 Hu Ni Ice I:30 90% 30 Hu Ni Medusa E:20 100% Adds Petrified 100 Hu Ni Yoichi 70 100% 200 Hu Ni *********** ARMOUR DATA *********** DEF: Any letters that precede defense indicate element resistance. SHIELDS ARMOUR DEF EV% M.DEF NOTES PRICE JOB EQUIPPABLE Leather 3 3% 2 40 On Fi Rw Kn Th Dr Vi Ni Mithril 5 7% 7 180 On Fi Rw Kn Th Dr Vi Ni Ice F:8 9% 8 Weak:I 1800 On Fi Rw Kn Th Dr Vi Ni Hero 10 10% 12 Resist Petr, 3500 Kn Dr Vi Ni Sleep Demon 12 14% 18 Resist Frog, 12500 Mk Ni Conf Diamond T:13 14% 15 Resist Frog, 18000 Kn Dr Vi Ni Conf Aegis 16 16% 25 Resist Petr, 28000 Kn Dr Vi Ni Sleep, Frog, Conf, Agl+5 Genji 20 18% 35 Resist Petr, 38000 Mk Ni Sleep, Frog, Conf, Poison, Str+5, Agl+5 Crystal 20 20% 30 Resist Petr, 50000 On Fi Rw Kn Dr Vi Mk Ni Sleep, Frog, Conf, Mini, Parlyz, Str+5, Agl+5, Vit+5 Onion 48 48% 48 Resist Dead, 65500 On Parlyz, Petr, Sleep, Frog, Conf, Mute, Mini, Blind, Poison HEADGEAR ARMOUR DEF EV% M.DEF NOTES PRICE JOB EQUIPPABLE Leather 1 1% 1 15 -Mk Mithril 2 4% 4 130 On Fi Rw Kn Th Dr Vi Ni Carapace 3 5% 5 450 On Fi Kn Dr Vi Ni Ice F:4 6% 6 Weak:I 1200 Fi Rw Hu Kn Th Dr Vi Ni Headband 4 6% 4 1200 Mo Ka Ni Scholar 5 10% 6 7500 Ww Bw Sc Wa Sh Sa Ni DarkHood 5 8% 5 Str+5 2000 Th Ni Chakra 6 10% 6 Str+5, Vit+5 2000 Mo Ka Ni Viking 7 10% 7 3000 Vi Ni Dragon 7 10% 7 8000 Dr Ni Feather 7 10% 8 Agl+5 8000 Hu Sc Ge Co Ba Wa Sh Su Sa Ni Diamond T:8 12% 9 Resist Frog, 20000 Kn Dr Vi Ni Conf Genji 10 15% 11 Resist Petr, 32000 Mk Ni Sleep, Frog, Conf, Poison Crystal 12 15% 15 Resist Petr, 50000 On Fi Rw Kn Dr Vi Mk Ni Sleep, Frog, Conf, Mini, Parlyz Ribbon E,A, 10% 10 Resist Dead, 10 All F,I, Parlyz, Petr, Dr:9 Sleep, Frog, Conf, Mute, Mini, Blind, Poison Onion E,A, 48% 48 Resist Dead, 65500 On F,I, Parlyz, Petr, Dr:48 Sleep, Frog, Conf, Mute, Mini, Blind, Poison BODY ARMOUR ARMOUR DEF EV% M.DEF NOTES PRICE JOB EQUIPPABLE Rusted 0 0% 0 100 None Leather 2 1% 1 95 -Mk Mithril 3 3% 3 350 On Fi Rw Hu Kn Dr Vi Ni Carapace 4 4% 4 1250 Fi Hu Kn Dr Vi Ni Ice F:5 6% 4 Weak:I 2400 Fi Hu Kn Dr Vi Ni FlameMail I:5 6% 4 Weak:F 2400 Fi Hu Kn Dr Vi Ni Viking 10 8% 7 4000 Vi Ni Knight 12 9% 7 Resist Petr, 7500 Kn Ni Sleep Dragon 15 10% 7 8000 Dr Ni Demon 17 15% 9 Resist Frog, 25000 Mk Ni Conf Diamond T:18 10% 10 Resist Frog, 33000 Kn Dr Vi Ni Conf Reflect 20 12% 12 35000 Kn Dr Vi Ni Genji 24 20% 15 Resist Petr, 40000 Mk Ni Sleep, Frog, Conf, Poison Crystal 28 20% 18 Resist Petr, 65000 On Fi Rw Kn Dr Vi Mk Ni Sleep, Frog, Conf, Mini, Parlyz Onion E,A, 48% 48 Resist Dead, 65500 On F,I, Parlyz, Petr, Dr:48 Sleep, Frog, Conf, Mute, Mini, Blind, Poison ROBES ARMOUR DEF EV% M.DEF NOTES PRICE JOB EQUIPPABLE Cloth 1 0% 0 50 -Mk Kenpo 6 8% 3 2000 Mo Ka Ni DarkSuit 8 70% 5 Agl+5 3800 Th Ni Wizard 9 7% 7 2000 Ww Bw Rw Co Wa Sh Su Sa Ni BlackBelt 11 10% 5 Agl+5 3800 Mo Ka Ni Bard 15 12% 7 5500 Ba Ni Scholar 15 12% 7 5500 Ww Bw Sc Wa Sh Sa Ni Gaia 16 12% 8 4200 Ge Ni WhiteRobe 20 12% 14 Spr+5 7000 Ww Rw Co Sh Su Sa Ni BlackRobe 20 12% 14 Int+5 7000 Bw Rw Co Wa Su Sa Ni GLOVES ARMOUR DEF EV% M.DEF NOTES PRICE JOB EQUIPPABLE Mithril 1 5% 2 120 On Fi Rw Kn Dr Vi Ni Thief 3 9% 4 Str+5 2500 Th Ni Gauntlet 2 8% 3 2500 Kn Dr Vi Ni Diamond T:6 10% 5 Resist Frog, 15000 Kn Dr Vi Ni Conf Genji 9 15% 7 Resist Petr, 30000 Mk Ni Sleep, Frog, Conf, Poison Crystal 10 15% 10 Resist Petr, 50000 On Fi Rw Kn Dr Vi Mk Ni Sleep, Frog, Conf, Mini, Parlyz Onion E,A, 32% 32 Resist Dead, 65500 On F,I, Parlyz, Petr, Dr:32 Sleep, Frog, Conf, Mute, Mini, Blind, Poison, Str+5, Agl+5, Vit+5 RINGS ARMOUR DEF EV% M.DEF NOTES PRICE JOB EQUIPPABLE Copper 1 2% 3 80 Ww Bw Rw Sc Ge Co Wa Sh Su Sa Ni Mithril 2 7% 3 120 Ww Bw Rw Sc Ge Co Wa Sh Su Sa Ni Power 4 11% 1 Str+5 2500 Fi Mo Rw Hu Kn Th Sc Ge Dr Vi Ka Ba Ni Rune 5 10% 6 5000 Ww Bw Rw Sc Ge Co Wa Sh Su Sa Ni Diamond T:6 12% 6 Resist Frog, 10000 Ww Bw Rw Sc Ge Co Wa Sh Su Conf Sa Ni Protect 7 15% 7 Vit+5 30000 -Mk ********** SKILL DATA ********** Every time a command is entered in battle, that character will receive a certain amount of Percentile Points, depending on its Job and the command that was entered. Every 100 Percentile Points accumulated gives +1 to the character's current Job Skill. Percentile Points over 100 are discarded after the battle. Characters that are Dead or Petrified at the end of battle receive no Percentile Points. If the party successfully runs or escapes from battle then no one receives any Percentile Points. The following is a list of all Jobs and the amount of Percentile Points (%PTS) earned for each command: JOB COMMAND %PTS COMMAND %PTS COMMAND %PTS COMMMAND %PTS Onion Kid Fight 4 Defend 4 Run 4 Item 4 Fighter Fight 12 Defend 8 Run 0 Item 8 Monk Fight 12 Defend 8 Run 0 Item 8 White Wiz. Fight 4 Magic 12 Run 0 Item 4 Black Wiz Fight 4 Magic 12 Run 0 Item 4 Red Wiz. Fight 8 Magic 12 Run 0 Item 4 Hunter Fight 12 Defend 4 Magic 8 Item 4 Knight Fight 12 Defend 8 Run 0 Item 4 Thief Fight 8 Steal 12 Escape 4 Item 4 Scholar Fight 12 Peep 12 Scan 12 Item 12 Geomancer Fight 8 Terrain 12 Defend 4 Item 4 Dragoon Fight 8 Jump 12 Defend 8 Item 4 Viking Fight 12 Defend 8 Run 0 Item 8 Karateka Fight 12 BuildUp 12 Defend 0 Item 4 M. Knight Fight 12 Defend 4 Magic 8 Item 4 Conjurer Fight 8 Magic 12 Run 0 Item 4 Bard Sing 12 Scare 8 Cheer 12 Item 4 Warlock Fight 4 Magic 12 Run 0 Item 4 Shaman Fight 4 Magic 12 Run 0 Item 4 Summoner Fight 8 Magic 12 Run 0 Item 4 Sage Fight 4 Magic 12 Run 0 Item 4 Ninja Fight 8 Defend 8 Run 4 Item 4 ********** MAGIC DATA ********** DAMAGE: Any letters that precede damage indicate an attack element. REF? refers to whether the spell can be reflected by Wall. TAR: Refers to targeting parameters. Targeting Abbreviations: E Single or Multiple targeting, default Enemy A Single or Multiple targeting, default Ally SE Single only, default Enemy SA Single only, default Ally AE Automatically targets all Enemies AA Automatically targets all Allies BLACK MAGIC SPELL DAMAGE HIT% NOTES REF? TAR LEV PRICE JOB EQUIPPABLE Fire F:25 100% Y E 1 100 Bw Rw Wa Sa Ice I:25 100% Y E 1 100 Bw Rw Wa Sa Sleep 0 15% Adds Sleep N E 1 100 Bw Rw Wa Sa Bolt T:35 100% Y E 2 700 Bw Rw Wa Sa Venom 20 60% Adds Poison Y E 2 700 Bw Rw Wa Sa Blind 10 60% Adds Blind N E 2 700 Bw Rw Wa Sa Fire2 F:55 100% Y E 3 1500 Bw Rw Wa Sa Ice 2 I:55 100% Y E 3 1500 Bw Rw Wa Sa Bolt2 T:55 100% Y E 3 1500 Bw Rw Wa Sa Break E:0 50% Adds Ptr(1/2) Y SE 4 3000 Bw Rw Wa Sa Ice 3 I:85 100% Y E 4 3000 Bw Rw Wa Sa Shade 0 80% Adds Parlyz N E 4 3000 Bw Rw Wa Sa Bolt3 T:110 100% Y E 5 5000 Bw Wa Sa Kill 100 100% Adds Dead N AE 5 5000 Bw Wa Sa Erase 0 60% Removes Refl. N E 5 5000 Bw Wa Sa Fire3 F:150 100% Y E 6 10000 Bw Wa Sa Bio 130 100% Y E 6 10000 Bw Wa Sa Warp 0 0% Adds Dead N SE 6 10000 Bw Wa Sa Quake E:133 100% N AE 7 20000 Bw Wa Sa Brak2 E:0 40% Adds Petr N SE 7 20000 Bw Wa Sa Drain Dr:160 100% N SE 7 20000 Bw Wa Sa Flare 200 100% Y E 8 60000 Wa Sa Death 0 35% Adds Dead N SE 8 60000 Wa Sa Meteo 180 100% N AE 8 60000 Wa Sa WHITE MAGIC SPELL DAMAGE HIT% NOTES REF? TAR LEV PRICE JOB EQUIPPABLE Cure Dr:42 100% N A 1 100 Ww Rw Hu Mk Sh Sa Pure 0 50% Cures Poison N SA 1 100 Ww Rw Hu Mk Sh Sa Sight 0 100% N SE 1 100 Ww Rw Hu Mk Sh Sa Aero A,I:45 100% Y E 2 700 Ww Rw Sh Sa Toad 0 0% Adds Frog N SE 2 700 Ww Rw Hu Mk Sh Sa Mini 0 0% Adds Mini N SE 2 700 Ww Rw Hu Mk Sh Sa Cure2 Dr:125 100% N A 3 1500 Ww Rw Hu Mk Sh Sa Exit 0 0% Adds Dead N SE 3 1500 Ww Rw Hu Mk Sh Sa Wash 0 75% Cures Blind N SA 3 1500 Ww Rw Hu Mk Sh Sa Libra 0 100% Scans HP N SE 4 3000 Ww Rw Sh Sa Confu 0 25% Adds Conf N E 4 3000 Ww Rw Sh Sa Mute 0 60% Adds Mute N E 4 3000 Ww Rw Sh Sa Cure3 Dr:180 100% N A 5 5000 Ww Sh Sa Life Dr:1 15% Cures Dead N SA 5 5000 Ww Sh Sa Safe 5 75% N SA 5 5000 Ww Sh Sa Aero2 A,I:115 100% Y E 6 10000 Ww Sh Sa Soft 0 60% Cures Petr N SA 6 10000 Ww Sh Sa Haste 5 16% N SA 6 10000 Ww Sh Sa Cure4 Dr:220 100% N A 7 20000 Ww Sh Sa Heal 0 60% Cures All N SA 7 20000 Ww Sh Sa Wall 0 75% Adds Reflect N SA 7 20000 Ww Sh Sa WWind A:4 40% N E 8 60000 Sh Sa Life2 Dr:255 0% Cures Dead N SA 8 60000 Sh Sa Holy H:160 100% Y SE 8 60000 Sh Sa CALL MAGIC SPELL DAMAGE HIT% NOTES REF? TAR LEV PRICE JOB EQUIPPABLE Chocb 1 100 Co Su Sa Escape 0 100% N AA Stumble 0 100% N SE ChocoboKick 16 100% N SE Shiva 2 700 Co Su Sa HypnoBeam 0 80% Adds Sleep N AE Icy Glare 53 100% N SE Diamond Dust I:32 100% N AE Ramuh 3 1500 Co Su Sa MindBlast 0 70% Adds Parlyz N AE God's Thunder T:48 100% N SE Heaven's Rage T:96 100% N AE Ifrit 4 3000 Co Su Sa Recover Dr:90 100% N AA Flames of Fury F:85 100% N SE Hellfire F:128 100% N AE Titan 5 5000 Co Su Sa Punch 101 100% N SE Kick 106 100% N SE Earthquake E:160 100% N AE Odin 6 45000 Co Su Sa Barrier 0 100% N AA Sword Cut 117 100% N SE Atom Edge 195 100% N AE Levia 7 55000 Co Su Sa Stony Glare E:0 5% Adds Petr N AE Tempest A:133 100% N AE Tsunami T:202 100% N AE Baham 8 65000 Co Su Sa Aura 0 100% N AA Rend 144 100% N SE MegaFlare 255 100% N AE TERRAIN SPELL DAMAGE HIT% NOTES REF? TAR Earthquake E:90 50% N AE Quicksand 0 30% Adds Dead N SE Air Blade A:120 30% N SE Sinkhole 0 40% Adds Dead N SE Rapids T:0 40% Adds Dead N SE Waterspout A:120 60% N SE Tornado A:120 60% N SE Cave In E:120 40% N AE ENEMY MAGIC SPELL DAMAGE HIT% NOTES REF? TAR Recovery Dr:30 100% N SA EchoHerb Dr:0 100% Cures Mute N SA LuckMallet Dr:0 100% Cures Mini N SA MaidKiss Dr:0 100% Cures Frog N SA Flame F:40 100% Y AE Blizzard I:40 100% Y AE Thunder T:40 100% Y AE Glare (Sleep) 0 80% Adds Sleep N SE Glare (Conf) 0 80% Adds Confu N SE Glare (Petr) E:0 80% Adds Petr N SE Breath 0 60% Adds Parlyz N SE Mindblast 0 80% Adds Parlyz N AE Poison 0 80% Adds Poison Y AE Quake E:80 100% N AE Atom Edge 32 100% N AE Tsunami 37 100% N AE MegaFlare 80 100% Y AE FlareWave 80 100% N AE ********* ITEM DATA ********* A.M. Refers to Item Attack Multiplier ITEMS ITEM SPELL A.M. PRICE Magic Key 100 Carrot 150 Potion Recovery 3 150 HiPotion Recovery 12 1200 Elixir Elixir 3000 FenixDown Life 3000 MidgBread Sight 200 Soft Soft 300 MaidKiss MaidKiss 100 EchoHerb EchoHerb 100 LuckMallet LuckMallet 100 Eyedrop Wash 40 Antidote Pure 80 OtterHead Exit (Menu only) 2000 BombShard Fire2 2 1000 SouthWind Ice2 2 1000 Zeus' Rage Bolt2 2 1000 BombR.Arm Fire3 3 1500 NorthWind Ice3 3 1500 Gods' Rage Bolt3 3 1500 EarthDrum Quake 3 2500 LamiaScl. Confu 3 3000 Gods' Wine Haste 3 3000 TurtlShell Safe 3 3000 Devil'sSigh Kill 3 3000 BlackHole Warp 3 4000 (Battle only) DarkScent Death 3 5000 LilithKiss Drain 3 3000 Imp'sYawn Aero2 3 3000 SplitShell Erase 3 3000 Paralyzer Shade 3 3000 MuteCharm Mute 3 2000 Pillow Sleep 3 2000 BombHead Flare 3 2000 Barrier Wall 3 5000 ChocoRage Flare 3 5000 WhiteScent Holy 3 5000 WEAPONS USUABLE AS ITEMS CLAWS ITEM SPELL A.M. Dragon Aero 1 Elven Confu 1 STAVES ITEM SPELL A.M. Burning Fire 1 Freezing Ice 1 Shining Bolt 1 Golem Break 1 Rune Ice 3 1 Eldest Cure 1 HAMMERS ITEM SPELL A.M. Thor Bolt2 1 SPEARS ITEM SPELL A.M. Thunder Bolt2 1 Wind Aero 1 KNIVES ITEM SPELL A.M. AirKnife Aero 1 SWORDS ITEM SPELL A.M. IceBlade Ice 1 Salamand Fire 1 Defender Safe 1 ------------------------------------------------------------------------------ XIII. OTHER ISSUES ------------------------------------------------------------------------------ ************* CRITICAL HITS ************* I don't know how to manipulate the critical hit rate of Weapons or Monsters, so it is very difficult to figure out where and how much criticals affect the damage calculation formula. Casual observation has shown it to sometimes be double damage, and other times to be indistinguishable from the normal damage range. The final damage shown is not always a multiple of 2, so if anything, the damage bonus would probably be applied in Step 1 somewhere. ********** STEAL RATE ********** Steal rate is much harder to derive a formula for since there appears to only be a single success rate% to check. With Magic Hit%, attack multipliers made it easier to distinguish the observed data. With only a single check and the sometimes erratic behaviour of the pseudo-random number generator, it's hard to distinguish between a 66% success rate and a 75% success rate, or even a 25% success and 50% success, unless I do > 300 trials. What I CAN say for sure is that: i) Steal rate only depends on Skill and Level (NOT Agility). Target's Level also doesn't seem to have any effect. ii) At Level 99 and Skill 99, Steal Rate is not 100%. It appears to be ~ 75% but could be 66%. Best guess for the Steal Rate formula would be either: Steal Rate% = (Level/3) + (Skill/3) or Steal Rate% = (Level/2) + (Skill/4)