Difference between revisions of "Formulas"
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Hand, Throw Spirit, Wing Attack, Scratch Up, Straight Dash, Tentacle [Morbol], | Hand, Throw Spirit, Wing Attack, Scratch Up, Straight Dash, Tentacle [Morbol], | ||
Stab Up, Dash, Triple Attack) | Stab Up, Dash, Triple Attack) | ||
− | |||
[[02 Dmg_(Weapon)]] 25% Cast Spell Indexed as Status NS | [[02 Dmg_(Weapon)]] 25% Cast Spell Indexed as Status NS | ||
− | |||
[[03 Dmg_(WP^2)]] NS | [[03 Dmg_(WP^2)]] NS | ||
− | |||
[[04 Magic Gun]] Casts Ice, Fire, Bolt 1/2/3 depending on elemental | [[04 Magic Gun]] Casts Ice, Fire, Bolt 1/2/3 depending on elemental | ||
− | |||
[[05 Dmg_(Weapon)]] | [[05 Dmg_(Weapon)]] | ||
− | |||
[[06 AbsHP_(Weapon)]] NS | [[06 AbsHP_(Weapon)]] NS | ||
− | |||
[[07 Heal_(Weapon)]] NS | [[07 Heal_(Weapon)]] NS | ||
− | |||
[[08 Dmg_F(MA*Y)]] [Holy, Fire, Fire 2, Fire 3, Fire 4, Bolt, Bolt 2, Bolt 3, | [[08 Dmg_F(MA*Y)]] [Holy, Fire, Fire 2, Fire 3, Fire 4, Bolt, Bolt 2, Bolt 3, | ||
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Bio (0D4 Bio), Bio (0D5 Bio), Bio (0D6 Bio), Bio 3 (0DB Bio 3), Bio 3 (0DC Bio3), | Bio (0D4 Bio), Bio (0D5 Bio), Bio (0D6 Bio), Bio 3 (0DB Bio 3), Bio 3 (0DC Bio3), | ||
Bio 3 (0DD Bio 3), Melt, Tornado, Quake, Flare 2, Ultima (lvl2), All-Ultima] | Bio 3 (0DD Bio 3), Melt, Tornado, Quake, Flare 2, Ultima (lvl2), All-Ultima] | ||
− | |||
[[09 Dmg_(Y/100)% Hit_F(MA+X)%]] [Demi, Demi 2, Lich] | [[09 Dmg_(Y/100)% Hit_F(MA+X)%]] [Demi, Demi 2, Lich] | ||
− | |||
[[0A Hit_F(MA+X)%]] [Poison, Frog, Slow, Slow 2, Stop, Don’t Move, Blind | [[0A Hit_F(MA+X)%]] [Poison, Frog, Slow, Slow 2, Stop, Don’t Move, Blind | ||
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unchecked. Even if it is a positive status (eg: Regen/Protect, etc). Do not use | unchecked. Even if it is a positive status (eg: Regen/Protect, etc). Do not use | ||
this for buffs. | this for buffs. | ||
− | |||
[[0B Hit_F(MA+X)%]] [Reraise, Regen, Protect, Protect 2, Shell, Shell 2, Wall, | [[0B Hit_F(MA+X)%]] [Reraise, Regen, Protect, Protect 2, Shell, Shell 2, Wall, | ||
Esuna, Haste, Haste 2, Float, Reflect, Carbunkle, Deathspell 2, Magic Barrier] | Esuna, Haste, Haste 2, Float, Reflect, Carbunkle, Deathspell 2, Magic Barrier] | ||
− | |||
[[0C Heal_F(MA*Y)]] [Cure, Cure 2, Cure 3, Cure 4, Moogle, Fairy] (Formula deals | [[0C Heal_F(MA*Y)]] [Cure, Cure 2, Cure 3, Cure 4, Moogle, Fairy] (Formula deals | ||
non-elemental damage to the Undead. Although unstated, this is NS.) | non-elemental damage to the Undead. Although unstated, this is NS.) | ||
− | |||
[[0D Heal_(Y)% Hit_F(MA+X)%]] [Raise, Raise 2] (Formula can actually be used to | [[0D Heal_(Y)% Hit_F(MA+X)%]] [Raise, Raise 2] (Formula can actually be used to | ||
inflict any status, but the status must be inflictable for healing to be dealt. | inflict any status, but the status must be inflictable for healing to be dealt. | ||
Deals non-elemental damage to the Undead.) | Deals non-elemental damage to the Undead.) | ||
− | |||
[[0E Dmg_(Y)% Hit_F(MA+X)% 100% Status Hide Status]] [Death] (Formula heals | [[0E Dmg_(Y)% Hit_F(MA+X)% 100% Status Hide Status]] [Death] (Formula heals | ||
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Note: Status is applied first. If target is immune to status, no damage is dealt. | Note: Status is applied first. If target is immune to status, no damage is dealt. | ||
− | |||
[[0F AbsMP_(Y)% Hit_F(MA+X)%]] NS [Spell Absorb, Aspel] (Formula doesn’t seem to | [[0F AbsMP_(Y)% Hit_F(MA+X)%]] NS [Spell Absorb, Aspel] (Formula doesn’t seem to | ||
take Elements either; this formula will harm the user if the target is Undead, | take Elements either; this formula will harm the user if the target is Undead, | ||
healing the Undead in the process.) | healing the Undead in the process.) | ||
− | |||
[[10 AbsHP_(Y)% Hit_F(MA+X)%]] NS [Life Drain, Drain] (Formula doesn’t seem to | [[10 AbsHP_(Y)% Hit_F(MA+X)%]] NS [Life Drain, Drain] (Formula doesn’t seem to | ||
take Elements either; this formula will harm the user if the target is Undead, | take Elements either; this formula will harm the user if the target is Undead, | ||
healing the Undead in the process.) | healing the Undead in the process.) | ||
− | |||
[[11]] NS | [[11]] NS | ||
− | |||
[[12 Set_Quick Hit_F(MA+X)%]] NS [Quick] (Please note that this is why Quick is | [[12 Set_Quick Hit_F(MA+X)%]] NS [Quick] (Please note that this is why Quick is | ||
not a Status.) | not a Status.) | ||
− | |||
[[13]] NS | [[13]] NS | ||
− | |||
[[14 Set_Golem Hit_CasF/100*(MA+X)%]] GlmHP (TarMaxHP) NS (Please note that this | [[14 Set_Golem Hit_CasF/100*(MA+X)%]] GlmHP (TarMaxHP) NS (Please note that this | ||
is why Golem is not a status.) | is why Golem is not a status.) | ||
− | |||
[[15 Set_CT00 Hit_F(MA+X)%]] NS [Return 2] | [[15 Set_CT00 Hit_F(MA+X)%]] NS [Return 2] | ||
− | |||
[[16 DmgMP_(TarCurMP) Hit_F(MA+X)%]] NS [Mute] | [[16 DmgMP_(TarCurMP) Hit_F(MA+X)%]] NS [Mute] | ||
− | |||
[[17 Dmg_(TarCurHP-1) Hit_F(MA+X)%]] NS [Gravi 2] | [[17 Dmg_(TarCurHP-1) Hit_F(MA+X)%]] NS [Gravi 2] | ||
− | |||
[[18]] NS | [[18]] NS | ||
− | |||
[[19]] NS | [[19]] NS | ||
− | |||
[[1A Hit_F(MA+Y)% // -PA/MA/SP_(X)]] NS [Speed Ruin, Power Ruin, Mind Ruin] | [[1A Hit_F(MA+Y)% // -PA/MA/SP_(X)]] NS [Speed Ruin, Power Ruin, Mind Ruin] | ||
(Please note that most stat formulas in the game cannot currently be readily | (Please note that most stat formulas in the game cannot currently be readily | ||
changed since the respective slots are hardcoded for that respective stat.) | changed since the respective slots are hardcoded for that respective stat.) | ||
− | |||
[[1B DmgMP_(MA+Y)% Hit_F(X)%]] NS [Magic Ruin] | [[1B DmgMP_(MA+Y)% Hit_F(X)%]] NS [Magic Ruin] | ||
− | |||
[[1C Hit_(X)%]] NS [Angel Song, Life Song, Cheer Song, Battle Song, Magic Song, | [[1C Hit_(X)%]] NS [Angel Song, Life Song, Cheer Song, Battle Song, Magic Song, | ||
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ignore the NS on the end of this formula and take any status you want to give it; | ignore the NS on the end of this formula and take any status you want to give it; | ||
all Songs slots have hardcoded aspects of some kind.) | all Songs slots have hardcoded aspects of some kind.) | ||
− | |||
[[1D Hit_(X)%]] NS [Witch Hunt, Wiznaibus, Slow Dance, Polka Polka, Disillusion, | [[1D Hit_(X)%]] NS [Witch Hunt, Wiznaibus, Slow Dance, Polka Polka, Disillusion, | ||
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to ignore the NS on the end of this formula and take any status you want to give | to ignore the NS on the end of this formula and take any status you want to give | ||
it; all Dances slots have hardcoded aspects of some kind.) | it; all Dances slots have hardcoded aspects of some kind.) | ||
− | |||
[[1E Dmg_((MA+Y)*MA/2) #Hit(Rdm(1,X))]] [Heaven Thunder, Asura, Diamond Sword, | [[1E Dmg_((MA+Y)*MA/2) #Hit(Rdm(1,X))]] [Heaven Thunder, Asura, Diamond Sword, | ||
Hydragon Pit, Space Storage, Sky Demon, Holy Bracelet] (One of the three multi- | Hydragon Pit, Space Storage, Sky Demon, Holy Bracelet] (One of the three multi- | ||
− | hitting formulas available; unfortunately, all of them are MA-based. This formula | + | hitting formulas available; unfortunately, all of them are MA-based. This formula |
varies between 1 and whatever X is, which can be anything between 1 and 255.) | varies between 1 and whatever X is, which can be anything between 1 and 255.) | ||
− | |||
[[1F Dmg ((100-CasF)*(100-TarF)*(MA+Y)*MA/2) #Hit(Rdm(1,X))]] [Heaven Thunder | [[1F Dmg ((100-CasF)*(100-TarF)*(MA+Y)*MA/2) #Hit(Rdm(1,X))]] [Heaven Thunder | ||
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Demon Back] (One of the three multi-hitting formulas available; unfortunately, | Demon Back] (One of the three multi-hitting formulas available; unfortunately, | ||
all of them are MA-based. This formula varies between 1 and whatever X is, which | all of them are MA-based. This formula varies between 1 and whatever X is, which | ||
− | can be anything between 1 and 255. | + | can be anything between 1 and 255. |
− | |||
[[20 Dmg_(MA*Y)]] // MayDisplay“Broken“ [Asura, Koutetsu, Heaven’s Cloud, | [[20 Dmg_(MA*Y)]] // MayDisplay“Broken“ [Asura, Koutetsu, Heaven’s Cloud, | ||
Muramasa, Kikuichimoji, Chirijiraden] | Muramasa, Kikuichimoji, Chirijiraden] | ||
− | |||
[[21 DmgMP_(MA*Y)]] // MayDisplay”Broken” [Bizen Boat] | [[21 DmgMP_(MA*Y)]] // MayDisplay”Broken” [Bizen Boat] | ||
− | |||
[[22]] // MayDisplay”Broken” [Kiyomori, Masamune] | [[22]] // MayDisplay”Broken” [Kiyomori, Masamune] | ||
− | |||
[[23 Heal_(MA*Y)]] // MayDisplay”Broken” NS [Murasame] | [[23 Heal_(MA*Y)]] // MayDisplay”Broken” NS [Murasame] | ||
− | |||
[[24 Dmg_((PA+Y)/2*MA)]] [Pitfall, Water Ball, Hell Ivy, Carve Model, Local | [[24 Dmg_((PA+Y)/2*MA)]] [Pitfall, Water Ball, Hell Ivy, Carve Model, Local | ||
Quake, Kamaitachi, Demon Fire, Quicksand, Sand Storm, Blizzard, Gusty Wind, Lava | Quake, Kamaitachi, Demon Fire, Quicksand, Sand Storm, Blizzard, Gusty Wind, Lava | ||
Ball] | Ball] | ||
− | |||
[[25 Equipped: Break Hit_(PA+WP+X)%]] NS ELSE WeaponStrike // 1TargetOnly NS | [[25 Equipped: Break Hit_(PA+WP+X)%]] NS ELSE WeaponStrike // 1TargetOnly NS | ||
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equipment related slot is hardcoded to affect that particular type of equipment | equipment related slot is hardcoded to affect that particular type of equipment | ||
and not something we can affect at the moment.) | and not something we can affect at the moment.) | ||
− | |||
[[26 Equipped: Steal Hit_(SP+X)%]] ELSE Miss [Steal Helmet, Steal Armor, Steal | [[26 Equipped: Steal Hit_(SP+X)%]] ELSE Miss [Steal Helmet, Steal Armor, Steal | ||
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slot is hardcoded to affect that particular type of equipment and not something | slot is hardcoded to affect that particular type of equipment and not something | ||
we can affect at the moment.) | we can affect at the moment.) | ||
− | |||
[[27 StealGil_(CasLVL*SP) Hit_(SP+X)%]] NS [Gil Taking, Shine Lover; although not | [[27 StealGil_(CasLVL*SP) Hit_(SP+X)%]] NS [Gil Taking, Shine Lover; although not | ||
stated, negotiate redirects to this formula too] | stated, negotiate redirects to this formula too] | ||
− | |||
[[28 StealExp_(Lowest of TarCurExp & SP+Y) Hit_(SP+X)%]] [Steal Exp] | [[28 StealExp_(Lowest of TarCurExp & SP+Y) Hit_(SP+X)%]] [Steal Exp] | ||
− | |||
[[29 OppositeSex: Hit_(MA+X)%]] ELSE Miss [Steal Heart, Allure, Nose Bracelet] | [[29 OppositeSex: Hit_(MA+X)%]] ELSE Miss [Steal Heart, Allure, Nose Bracelet] | ||
(Please note that despite Charm-inflicting abilities being confined to this | (Please note that despite Charm-inflicting abilities being confined to this | ||
formula in vanilla, Charm itself as a status does not care about sex/gender.) | formula in vanilla, Charm itself as a status does not care about sex/gender.) | ||
− | |||
[[2A Hit_(MA+X)% // AffectBraveOrFaith(Y)]] [Invitation, Persuade, Praise, | [[2A Hit_(MA+X)% // AffectBraveOrFaith(Y)]] [Invitation, Persuade, Praise, | ||
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0]. This formula can be freely applied to other status spells, such spells then | 0]. This formula can be freely applied to other status spells, such spells then | ||
become blockable by finger guard.) | become blockable by finger guard.) | ||
− | |||
[[2B Hit_(PA+X)% // -PA/MA/SP_(X)]] NS [Speed Break, Power Break, Mind Break] | [[2B Hit_(PA+X)% // -PA/MA/SP_(X)]] NS [Speed Break, Power Break, Mind Break] | ||
(Please note that most stat related slots are hardcoded to affect that particular | (Please note that most stat related slots are hardcoded to affect that particular | ||
type of stat and thus not something we can freely affect at the moment.) | type of stat and thus not something we can freely affect at the moment.) | ||
− | |||
[[2C DmgMP_(X)% Hit_(PA+Y)%]] NS [Magic Break] | [[2C DmgMP_(X)% Hit_(PA+Y)%]] NS [Magic Break] | ||
− | |||
[[2D Dmg_(PA*(WP+Y)) 100% Status]] [Stasis Sword, Split Punch, Crush Punch, | [[2D Dmg_(PA*(WP+Y)) 100% Status]] [Stasis Sword, Split Punch, Crush Punch, | ||
Lightning Stab, Holy Explosion] | Lightning Stab, Holy Explosion] | ||
− | |||
[[2E Equipped:Break Dmg_(PA*WP)]] NS ELSE Miss [Shellbust Stab, Blastar Punch, | [[2E Equipped:Break Dmg_(PA*WP)]] NS ELSE Miss [Shellbust Stab, Blastar Punch, | ||
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hardcoded to affect that particular type of equipment and not something we can | hardcoded to affect that particular type of equipment and not something we can | ||
affect at the moment.) | affect at the moment.) | ||
− | |||
[[2F AbsMP_(PA*WP)]] NS [Dark Sword] (Harms the user if target is Undead, healing | [[2F AbsMP_(PA*WP)]] NS [Dark Sword] (Harms the user if target is Undead, healing | ||
the Undead in the process. Damage is always non-elemental.) | the Undead in the process. Damage is always non-elemental.) | ||
− | |||
[[30 AbsHP_(PA*WP)]] NS [Night Sword] (Harms the user if target is Undead, | [[30 AbsHP_(PA*WP)]] NS [Night Sword] (Harms the user if target is Undead, | ||
healing the Undead in the process. Damage is always non-elemental.) | healing the Undead in the process. Damage is always non-elemental.) | ||
− | |||
[[31 Dmg_((PA+Y)/2*PA)]] [Spin Fist, Wave Fist, Earth Slash, Small Bomb (black), | [[31 Dmg_((PA+Y)/2*PA)]] [Spin Fist, Wave Fist, Earth Slash, Small Bomb (black), | ||
Small Bomb (blue), Choco Ball, Turn Punch, Small Bomb (red), Wave Around, Sudden | Small Bomb (blue), Choco Ball, Turn Punch, Small Bomb (red), Wave Around, Sudden | ||
Cry, Snake Carrier] | Cry, Snake Carrier] | ||
− | |||
[[32 Dmg_(Rdm(1…X)*(PA*3+Y))]] NS [Repeating Fist.] (Damage is always | [[32 Dmg_(Rdm(1…X)*(PA*3+Y))]] NS [Repeating Fist.] (Damage is always | ||
non-elemental.) | non-elemental.) | ||
− | |||
[[33 Hit_(PA+X)%]] [Stigma Magic] | [[33 Hit_(PA+X)%]] [Stigma Magic] | ||
− | |||
[[34 Heal_(PA*Y) HealMP_(PA*Y/2)]] NS [Chakra] (Unlike other healing abilities, | [[34 Heal_(PA*Y) HealMP_(PA*Y/2)]] NS [Chakra] (Unlike other healing abilities, | ||
this doesn't harm Undead.) | this doesn't harm Undead.) | ||
− | |||
[[35 Heal_(Y)% Hit_(PA+X)%]] [Revive, Oink. This can be used to inflict any | [[35 Heal_(Y)% Hit_(PA+X)%]] [Revive, Oink. This can be used to inflict any | ||
status, but like the formula 0D, the status effect must be inflictable for this | status, but like the formula 0D, the status effect must be inflictable for this | ||
to work. Damage dealt to the undead is non-elemental.] | to work. Damage dealt to the undead is non-elemental.] | ||
− | |||
[[36 +PA_(Y)]] NS [Accumulate, Gather Power] (This formula should be able to be | [[36 +PA_(Y)]] NS [Accumulate, Gather Power] (This formula should be able to be | ||
readily manipulated.) | readily manipulated.) | ||
− | |||
[[37 Dmg_(Rdm(1…Y)*PA)]] [Dash, Throw Stone, Cat Kick, Tail Swing] (This formula | [[37 Dmg_(Rdm(1…Y)*PA)]] [Dash, Throw Stone, Cat Kick, Tail Swing] (This formula | ||
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it also seems to not take Elements [and probably don’t take Status].) This | it also seems to not take Elements [and probably don’t take Status].) This | ||
formula cannot cause knockback if area of effect is given. | formula cannot cause knockback if area of effect is given. | ||
− | |||
[[38 (100%)]] [Heal, Seal, Shadow Stitch, Stop Bracelet, Seal, Chicken Race, Hold | [[38 (100%)]] [Heal, Seal, Shadow Stitch, Stop Bracelet, Seal, Chicken Race, Hold | ||
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avoids this at present. And, yes, both of those Seals are EXACTLY the same. | avoids this at present. And, yes, both of those Seals are EXACTLY the same. | ||
*Shrug*) | *Shrug*) | ||
− | |||
[[39 +SP_(Y)]] NS [Yell] (This stat formula should be able to be readily | [[39 +SP_(Y)]] NS [Yell] (This stat formula should be able to be readily | ||
manipulated unlike others.) | manipulated unlike others.) | ||
− | |||
[[3A +Brave_(Y)]] NS [Cheer Up] (This stat formula should be able to be readily | [[3A +Brave_(Y)]] NS [Cheer Up] (This stat formula should be able to be readily | ||
manipulated unlike others.) | manipulated unlike others.) | ||
− | |||
[[3B +Brave_(X) +PA/MA/SP_(Y)]] NS [Scream] (This stat formula should be able to | [[3B +Brave_(X) +PA/MA/SP_(Y)]] NS [Scream] (This stat formula should be able to | ||
be readily manipulated unlike the others, in this case because the divisions | be readily manipulated unlike the others, in this case because the divisions | ||
aren’t separated, though perhaps that’s just the slot.) | aren’t separated, though perhaps that’s just the slot.) | ||
− | |||
[[3C Heal_(CasMaxHP*2/5) DmgCas_(CasMaxHP/5)]] NS [Wish, Energy.] (This formula | [[3C Heal_(CasMaxHP*2/5) DmgCas_(CasMaxHP/5)]] NS [Wish, Energy.] (This formula | ||
always heals, even against the undead, for a fixed amount.) | always heals, even against the undead, for a fixed amount.) | ||
− | |||
[[3D Hit_(MA+X)%]] [Blaster, Mind Blast, Death Sentence] (This formula seems to | [[3D Hit_(MA+X)%]] [Blaster, Mind Blast, Death Sentence] (This formula seems to | ||
correlate to attacks with accuracy reduced by Magic Defense UP.) | correlate to attacks with accuracy reduced by Magic Defense UP.) | ||
− | |||
[[3E Dmg_(TarMaxHP-1)]] NS | [[3E Dmg_(TarMaxHP-1)]] NS | ||
− | |||
[[3F Hit_(SP+X)%]] [Leg Aim, Arm Aim] | [[3F Hit_(SP+X)%]] [Leg Aim, Arm Aim] | ||
− | |||
[[40 Undead: Hit_(SP+X)%]] ELSE Miss [Seal Evil] (This is currently, | [[40 Undead: Hit_(SP+X)%]] ELSE Miss [Seal Evil] (This is currently, | ||
unfortunately, the only formula that specifically affects Undead and Undead only.) | unfortunately, the only formula that specifically affects Undead and Undead only.) | ||
− | |||
[[41 Hit_(MA+X)%]] [Galaxy Stop] (This formula seems to correlate to attacks with | [[41 Hit_(MA+X)%]] [Galaxy Stop] (This formula seems to correlate to attacks with | ||
accuracy modified by nothing, not even Zodiacs.) | accuracy modified by nothing, not even Zodiacs.) | ||
− | |||
[[42 Dmg_(PA*Y) DmgCas_(PA*Y/X)]] NS [Destroy, Compress, Dispose, Crush] (Always | [[42 Dmg_(PA*Y) DmgCas_(PA*Y/X)]] NS [Destroy, Compress, Dispose, Crush] (Always | ||
non-elemental.) | non-elemental.) | ||
− | |||
[[43 Dmg_(CasMaxHP-CasCurHP)]] NS [Shock (Byblos), Shock (Magic Sword), Blade | [[43 Dmg_(CasMaxHP-CasCurHP)]] NS [Shock (Byblos), Shock (Magic Sword), Blade | ||
Beam, Ulmaguest, Lifebreak] | Beam, Ulmaguest, Lifebreak] | ||
− | |||
[[44 Dmg_(TarCurMP)]] NS [Difference] | [[44 Dmg_(TarCurMP)]] NS [Difference] | ||
− | |||
[[45 Dmg_(TarMaxHP-TarCurHP)]] NS [Climhazzard] | [[45 Dmg_(TarMaxHP-TarCurHP)]] NS [Climhazzard] | ||
− | |||
[[46]] NS | [[46]] NS | ||
− | |||
[[47 AbsHP_(Y)% 100% Status]] [Blood Suck (Elmdor), Blood Suck (Vampire)] (There | [[47 AbsHP_(Y)% 100% Status]] [Blood Suck (Elmdor), Blood Suck (Vampire)] (There | ||
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hardcoded to appear whenever it hits, even if doesn’t successfully add Blood Suck | hardcoded to appear whenever it hits, even if doesn’t successfully add Blood Suck | ||
[or is changed to another status or no status at all].) | [or is changed to another status or no status at all].) | ||
− | |||
[[48 Heal_(Z*10)]] [This is the implicit formula for Potion, Hi-Potion, and | [[48 Heal_(Z*10)]] [This is the implicit formula for Potion, Hi-Potion, and | ||
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(Harms Undead; deals non-elemental damage. Z value is fixed under the items tab. | (Harms Undead; deals non-elemental damage. Z value is fixed under the items tab. | ||
Although not stated, this is NS.) | Although not stated, this is NS.) | ||
− | |||
[[49 HealMP_(Z*10)]] [This is the implicit formula for Ether and Hi-Either, | [[49 HealMP_(Z*10)]] [This is the implicit formula for Ether and Hi-Either, | ||
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generally unrestricted by Items’ constraints.] (Does not harm undead; Z value | generally unrestricted by Items’ constraints.] (Does not harm undead; Z value | ||
fixed under items tab. Although not stated, this is NS.) | fixed under items tab. Although not stated, this is NS.) | ||
− | |||
[[4A Heal_(100)% HealMP_(100)%]] [This is the implicit formula for Elixir. It has | [[4A Heal_(100)% HealMP_(100)%]] [This is the implicit formula for Elixir. It has | ||
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non-elemental damage equal to the an undead unit's maximum HP and restores their | non-elemental damage equal to the an undead unit's maximum HP and restores their | ||
MP to full. Although not stated, this is also NS.) | MP to full. Although not stated, this is also NS.) | ||
− | |||
[[4B Heal_(Rdm(1..9)) 100% Status]] [This is…the glitchy formula for Phoenix | [[4B Heal_(Rdm(1..9)) 100% Status]] [This is…the glitchy formula for Phoenix | ||
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ALWAYS OHKO Undead if they have under 999 HP. Again, this can inflict any status, | ALWAYS OHKO Undead if they have under 999 HP. Again, this can inflict any status, | ||
but the status effect must be inflictable for healing to work.] | but the status effect must be inflictable for healing to work.] | ||
− | |||
[[4C Heal_(MA*Y)]] NS [Choco Cure, Spirit of Life] (Deals non-elemental damage to | [[4C Heal_(MA*Y)]] NS [Choco Cure, Spirit of Life] (Deals non-elemental damage to | ||
the undead.) | the undead.) | ||
− | |||
[[4D AbsHP_(Y)% Hit_(MA+X)%]] NS [Mutilate, Drain Touch] (Harms the user if the | [[4D AbsHP_(Y)% Hit_(MA+X)%]] NS [Mutilate, Drain Touch] (Harms the user if the | ||
target is Undead, healing the Undead in the process. Damage is non-elemental like | target is Undead, healing the Undead in the process. Damage is non-elemental like | ||
formula 0F.) | formula 0F.) | ||
− | |||
[[4E Dmg_(MA*Y)]] [Ice Bracelet (Dragoner), Fire Bracelet (Dragoner), Thunder | [[4E Dmg_(MA*Y)]] [Ice Bracelet (Dragoner), Fire Bracelet (Dragoner), Thunder | ||
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Feather Bomb, Leaf Dance, Mimic Titan, Blow Fire, Giga Flare, Ice Bracelet | Feather Bomb, Leaf Dance, Mimic Titan, Blow Fire, Giga Flare, Ice Bracelet | ||
(Dragon), Fire Bracelet (Dragon), Thunder Bracelet (Dragon), Midgar Zolom] | (Dragon), Fire Bracelet (Dragon), Thunder Bracelet (Dragon), Midgar Zolom] | ||
− | |||
[[4F Dmg_(CasMaxHP-CasCurHP) Hit_(PA+X)%]] NS [Goblin Punch] (Patcher typo as MA) | [[4F Dmg_(CasMaxHP-CasCurHP) Hit_(PA+X)%]] NS [Goblin Punch] (Patcher typo as MA) | ||
− | |||
[[50 Hit_(MA+X)%]] [Secret Fist, Eye Gouge, Poison Nail, Black Ink, Zombie Touch, | [[50 Hit_(MA+X)%]] [Secret Fist, Eye Gouge, Poison Nail, Black Ink, Zombie Touch, | ||
Sleep Touch, Grease Touch, Look of Devil, Beak] (This seems to correlate to | Sleep Touch, Grease Touch, Look of Devil, Beak] (This seems to correlate to | ||
attacks dependent on MA for hit chance, which can then be reduced by defense up.) | attacks dependent on MA for hit chance, which can then be reduced by defense up.) | ||
− | |||
[[51 Hit_(MA+X)%]] [Choco Esuna, Protect Spirit, Calm Spirit] (This seems to | [[51 Hit_(MA+X)%]] [Choco Esuna, Protect Spirit, Calm Spirit] (This seems to | ||
correlate to attacks dependent on MA for hit chance, and modifiable only by | correlate to attacks dependent on MA for hit chance, and modifiable only by | ||
Zodiacs.) | Zodiacs.) | ||
− | |||
[[52 Dmg_(CasMaxHP-CasCurHP) 100% Add Status Caster in AoE: DmgSelf_(CasCurHP)]] | [[52 Dmg_(CasMaxHP-CasCurHP) 100% Add Status Caster in AoE: DmgSelf_(CasCurHP)]] | ||
NS [Self Destruct] | NS [Self Destruct] | ||
− | |||
[[53 Dmg_(X)% Hit_(MA+X)%]] [Hurricane, Triple Bracelet] | [[53 Dmg_(X)% Hit_(MA+X)%]] [Hurricane, Triple Bracelet] | ||
− | |||
[[54 HealMP_(MA*Y)]] NS [Magic Spirit] | [[54 HealMP_(MA*Y)]] NS [Magic Spirit] | ||
− | |||
[[55 –PA_(Y) Hit_(MA+X)%]] NS [Beaking] (This formula should be able to be | [[55 –PA_(Y) Hit_(MA+X)%]] NS [Beaking] (This formula should be able to be | ||
readily manipulated.) | readily manipulated.) | ||
− | |||
[[56 –MA_(Y) Hit_(MA+X)%]] NS [Circle] (This formula should be able to be readily | [[56 –MA_(Y) Hit_(MA+X)%]] NS [Circle] (This formula should be able to be readily | ||
manipulated.) | manipulated.) | ||
− | |||
[[57 +Lvl(1) NS 100% Add Status on Caster]] [Please Eat] | [[57 +Lvl(1) NS 100% Add Status on Caster]] [Please Eat] | ||
− | |||
[[58 Generic: Set_Marlboro: Hit(MA+X)% // 1TargetOnly ELSE nothing (Moldball | [[58 Generic: Set_Marlboro: Hit(MA+X)% // 1TargetOnly ELSE nothing (Moldball | ||
Virus)]] (Please note that this formula is why Marlboro is not a status.) | Virus)]] (Please note that this formula is why Marlboro is not a status.) | ||
− | |||
[[59 –Lvl(1) Hit (MA+X)%]] NS [Level Blast] | [[59 –Lvl(1) Hit (MA+X)%]] NS [Level Blast] | ||
− | |||
[[5A Dragon: Hit(100)%]] [Dragon Tame] | [[5A Dragon: Hit(100)%]] [Dragon Tame] | ||
− | |||
[[5B Dragon: Heal_(Y)% 100% Add Status]] [Dragon Care] (Hard-coded to cure 2/5 of | [[5B Dragon: Heal_(Y)% 100% Add Status]] [Dragon Care] (Hard-coded to cure 2/5 of | ||
Line 410: | Line 320: | ||
works against the undead, and unlike other % healing spells, heals even if the | works against the undead, and unlike other % healing spells, heals even if the | ||
status effect is not inflicted.) | status effect is not inflicted.) | ||
− | |||
[[5C Dragon: +Brave_(X) +PA/MA/SP(Y)]] NS [Dragon Power Up] (I, The Damned, am | [[5C Dragon: +Brave_(X) +PA/MA/SP(Y)]] NS [Dragon Power Up] (I, The Damned, am | ||
Line 416: | Line 325: | ||
Scream yet more specific; I am currently still uncertain about Scream itself, | Scream yet more specific; I am currently still uncertain about Scream itself, | ||
however.) | however.) | ||
− | |||
[[5D Dragon: Set_Quick]] NS [Dragon Level Up] (There is an implicit 100% here.) | [[5D Dragon: Set_Quick]] NS [Dragon Level Up] (There is an implicit 100% here.) | ||
− | |||
[[5E Dmg_((MA+Y)/2*MA) #Hit_(X+1) 6.25% Status]] [Triple Thunder, Triple Flame, | [[5E Dmg_((MA+Y)/2*MA) #Hit_(X+1) 6.25% Status]] [Triple Thunder, Triple Flame, | ||
Dark Whisper] (This is the only multi-hit formula in the game that ALWAYS occurs | Dark Whisper] (This is the only multi-hit formula in the game that ALWAYS occurs | ||
X+1 number of times.) | X+1 number of times.) | ||
− | |||
[[5F Dmg_((MA+Y)/2*MA)]] [Nanoflare] | [[5F Dmg_((MA+Y)/2*MA)]] [Nanoflare] | ||
− | |||
[[60 Dmg_((MA+Y)/2*MA) 6.25 Status]] | [[60 Dmg_((MA+Y)/2*MA) 6.25 Status]] | ||
− | |||
[[61 –Brave_(Y) Hit_F(MA+X)%]] NS [Foxbird, Chicken] (This formula should be able | [[61 –Brave_(Y) Hit_F(MA+X)%]] NS [Foxbird, Chicken] (This formula should be able | ||
to be readily manipulated.) | to be readily manipulated.) | ||
− | |||
[[62 –Brave_(Y) Hit_(MA+X)%]] NS [Look of Fright] (This formula should be able to | [[62 –Brave_(Y) Hit_(MA+X)%]] NS [Look of Fright] (This formula should be able to | ||
be readily manipulated.) | be readily manipulated.) | ||
− | |||
[[63 Dmg_(SP*WP)]] [This is the implicit formula for Throwing Items.] | [[63 Dmg_(SP*WP)]] [This is the implicit formula for Throwing Items.] | ||
− | |||
[[64 Dmg_(PA * WP); if using Spear (PA * 3/2 * WP); if weaponless (PA * Brave | [[64 Dmg_(PA * WP); if using Spear (PA * 3/2 * WP); if weaponless (PA * Brave |
Revision as of 21:53, 29 February 2012
00 00 Dmg_(Weapon)
01 Dmg_(Weapon) (Choco Attack, Tackle, Bite, Scratch, Tentacle [Pisco], Knife Hand, Throw Spirit, Wing Attack, Scratch Up, Straight Dash, Tentacle [Morbol], Stab Up, Dash, Triple Attack)
02 Dmg_(Weapon) 25% Cast Spell Indexed as Status NS
03 Dmg_(WP^2) NS
04 Magic Gun Casts Ice, Fire, Bolt 1/2/3 depending on elemental
05 Dmg_(Weapon)
06 AbsHP_(Weapon) NS
07 Heal_(Weapon) NS
08 Dmg_F(MA*Y) [Holy, Fire, Fire 2, Fire 3, Fire 4, Bolt, Bolt 2, Bolt 3, Bolt 4, Ice, Ice 2, Ice 3, Ice 4, Flare, Meteor, Shiva, Ramuh, Ifrit, Titan, Bahamut, Odin, Leviathan, Salamander, Cyclops, Zodiac, Ultima (lvl1), Dark Holy, Bio (0D4 Bio), Bio (0D5 Bio), Bio (0D6 Bio), Bio 3 (0DB Bio 3), Bio 3 (0DC Bio3), Bio 3 (0DD Bio 3), Melt, Tornado, Quake, Flare 2, Ultima (lvl2), All-Ultima]
09 Dmg_(Y/100)% Hit_F(MA+X)% [Demi, Demi 2, Lich]
0A Hit_F(MA+X)% [Poison, Frog, Slow, Slow 2, Stop, Don’t Move, Blind (Yin-Yang), Pray Faith, Doubt Faith, Zombie (Yin-Yang), Silence Song, Blind Rage, Confusion Song, Dispel Magic, Paralyze, Sleep (Yin-Yang), Petrify, Silf, Bio 2 (0D7 Bio 2), Bio 2 (0D8 Bio 2), Bio 2 (0D9 Bio 2), Bio 2 (0DA Bio 2), Toad 2, Blind 2, Confuse 2, Sleep 2, Despair 2, Blind (Magic Sword), Faith, Innocent, Zombie (Magic Sword), Silence (Magic Sword), Berserk, Confuse, Despair, Don’t Act, Sleep (Magic Sword), Break]
R999: This formula can actually be blocked/guarded/evaded even if Evadeable is unchecked. Even if it is a positive status (eg: Regen/Protect, etc). Do not use this for buffs.
0B Hit_F(MA+X)% [Reraise, Regen, Protect, Protect 2, Shell, Shell 2, Wall, Esuna, Haste, Haste 2, Float, Reflect, Carbunkle, Deathspell 2, Magic Barrier]
0C Heal_F(MA*Y) [Cure, Cure 2, Cure 3, Cure 4, Moogle, Fairy] (Formula deals non-elemental damage to the Undead. Although unstated, this is NS.)
0D Heal_(Y)% Hit_F(MA+X)% [Raise, Raise 2] (Formula can actually be used to inflict any status, but the status must be inflictable for healing to be dealt. Deals non-elemental damage to the Undead.)
0E Dmg_(Y)% Hit_F(MA+X)% 100% Status Hide Status [Death] (Formula heals Undead.)
Note: Status is applied first. If target is immune to status, no damage is dealt.
0F AbsMP_(Y)% Hit_F(MA+X)% NS [Spell Absorb, Aspel] (Formula doesn’t seem to take Elements either; this formula will harm the user if the target is Undead, healing the Undead in the process.)
10 AbsHP_(Y)% Hit_F(MA+X)% NS [Life Drain, Drain] (Formula doesn’t seem to take Elements either; this formula will harm the user if the target is Undead, healing the Undead in the process.)
11 NS
12 Set_Quick Hit_F(MA+X)% NS [Quick] (Please note that this is why Quick is not a Status.)
13 NS
14 Set_Golem Hit_CasF/100*(MA+X)% GlmHP (TarMaxHP) NS (Please note that this is why Golem is not a status.)
15 Set_CT00 Hit_F(MA+X)% NS [Return 2]
16 DmgMP_(TarCurMP) Hit_F(MA+X)% NS [Mute]
17 Dmg_(TarCurHP-1) Hit_F(MA+X)% NS [Gravi 2]
18 NS
19 NS
1A Hit_F(MA+Y)% // -PA/MA/SP_(X) NS [Speed Ruin, Power Ruin, Mind Ruin] (Please note that most stat formulas in the game cannot currently be readily changed since the respective slots are hardcoded for that respective stat.)
1B DmgMP_(MA+Y)% Hit_F(X)% NS [Magic Ruin]
1C Hit_(X)% NS [Angel Song, Life Song, Cheer Song, Battle Song, Magic Song, Nameless Song, Last Song] (Please note that Nameless Song’s slot is hardcoded to ignore the NS on the end of this formula and take any status you want to give it; all Songs slots have hardcoded aspects of some kind.)
1D Hit_(X)% NS [Witch Hunt, Wiznaibus, Slow Dance, Polka Polka, Disillusion, Nameless Dance, Last Dance] (Please note that Nameless Dance’s slot is hardcoded to ignore the NS on the end of this formula and take any status you want to give it; all Dances slots have hardcoded aspects of some kind.)
1E Dmg_((MA+Y)*MA/2) #Hit(Rdm(1,X)) [Heaven Thunder, Asura, Diamond Sword,
Hydragon Pit, Space Storage, Sky Demon, Holy Bracelet] (One of the three multi- hitting formulas available; unfortunately, all of them are MA-based. This formula varies between 1 and whatever X is, which can be anything between 1 and 255.)
1F Dmg ((100-CasF)*(100-TarF)*(MA+Y)*MA/2) #Hit(Rdm(1,X)) [Heaven Thunder Back, Asura Back, Diamond Sword Back, Hydragon Pit Back, Space Storage Back, Sky Demon Back] (One of the three multi-hitting formulas available; unfortunately, all of them are MA-based. This formula varies between 1 and whatever X is, which can be anything between 1 and 255.
20 Dmg_(MA*Y) // MayDisplay“Broken“ [Asura, Koutetsu, Heaven’s Cloud, Muramasa, Kikuichimoji, Chirijiraden]
21 DmgMP_(MA*Y) // MayDisplay”Broken” [Bizen Boat]
22 // MayDisplay”Broken” [Kiyomori, Masamune]
23 Heal_(MA*Y) // MayDisplay”Broken” NS [Murasame]
24 Dmg_((PA+Y)/2*MA) [Pitfall, Water Ball, Hell Ivy, Carve Model, Local Quake, Kamaitachi, Demon Fire, Quicksand, Sand Storm, Blizzard, Gusty Wind, Lava Ball]
25 Equipped: Break Hit_(PA+WP+X)% NS ELSE WeaponStrike // 1TargetOnly NS [Head Break, Armor Break, Shield Break, Weapon Break] (Please note that any equipment related slot is hardcoded to affect that particular type of equipment and not something we can affect at the moment.)
26 Equipped: Steal Hit_(SP+X)% ELSE Miss [Steal Helmet, Steal Armor, Steal Shield, Steal Weapon, Steal Accessory] (Please note that any equipment related slot is hardcoded to affect that particular type of equipment and not something we can affect at the moment.)
27 StealGil_(CasLVL*SP) Hit_(SP+X)% NS [Gil Taking, Shine Lover; although not stated, negotiate redirects to this formula too]
28 StealExp_(Lowest of TarCurExp & SP+Y) Hit_(SP+X)% [Steal Exp]
29 OppositeSex: Hit_(MA+X)% ELSE Miss [Steal Heart, Allure, Nose Bracelet] (Please note that despite Charm-inflicting abilities being confined to this formula in vanilla, Charm itself as a status does not care about sex/gender.)
2A Hit_(MA+X)% // AffectBraveOrFaith(Y) [Invitation, Persuade, Praise, Threaten, Preach, Solution, Death Sentence, Negotiate, Insult, Mimic Daravon] (Yes, all Talk Skills use this formula despite some of them, such as Persaude and Negotiate, having nothing visibly related to do with the formula. Similarly, though many of these abilities try to add status, if you try to give the other spots that are hardcoded to affect Brave or Faith Status, the formula will act as if it has NS and will simply add 100% of nothing [provided you got turned Y to 0]. This formula can be freely applied to other status spells, such spells then become blockable by finger guard.)
2B Hit_(PA+X)% // -PA/MA/SP_(X) NS [Speed Break, Power Break, Mind Break] (Please note that most stat related slots are hardcoded to affect that particular type of stat and thus not something we can freely affect at the moment.)
2C DmgMP_(X)% Hit_(PA+Y)% NS [Magic Break]
2D Dmg_(PA*(WP+Y)) 100% Status [Stasis Sword, Split Punch, Crush Punch, Lightning Stab, Holy Explosion]
2E Equipped:Break Dmg_(PA*WP) NS ELSE Miss [Shellbust Stab, Blastar Punch, Hellcry Punch, Icewolf Bite] (Please note that any equipment related slot is hardcoded to affect that particular type of equipment and not something we can affect at the moment.)
2F AbsMP_(PA*WP) NS [Dark Sword] (Harms the user if target is Undead, healing the Undead in the process. Damage is always non-elemental.)
30 AbsHP_(PA*WP) NS [Night Sword] (Harms the user if target is Undead, healing the Undead in the process. Damage is always non-elemental.)
31 Dmg_((PA+Y)/2*PA) [Spin Fist, Wave Fist, Earth Slash, Small Bomb (black), Small Bomb (blue), Choco Ball, Turn Punch, Small Bomb (red), Wave Around, Sudden Cry, Snake Carrier]
32 Dmg_(Rdm(1…X)*(PA*3+Y)) NS [Repeating Fist.] (Damage is always non-elemental.)
33 Hit_(PA+X)% [Stigma Magic]
34 Heal_(PA*Y) HealMP_(PA*Y/2) NS [Chakra] (Unlike other healing abilities, this doesn't harm Undead.)
35 Heal_(Y)% Hit_(PA+X)% [Revive, Oink. This can be used to inflict any status, but like the formula 0D, the status effect must be inflictable for this to work. Damage dealt to the undead is non-elemental.]
36 +PA_(Y) NS [Accumulate, Gather Power] (This formula should be able to be readily manipulated.)
37 Dmg_(Rdm(1…Y)*PA) [Dash, Throw Stone, Cat Kick, Tail Swing] (This formula is currently the only that also has 50% Knockback attached to it. Unfortunately, it also seems to not take Elements [and probably don’t take Status].) This formula cannot cause knockback if area of effect is given.
38 (100%) [Heal, Seal, Shadow Stitch, Stop Bracelet, Seal, Chicken Race, Hold Tight, Darkness, Lose Voice, Loss, Spell, Nightmare, Death Cold, Finish Touch, Odd Soundwave, Pooh, Lick, Goo, Bad Bracelet, Poison Frog, Grand Cross, Parasite] (For any Separate Status, this formula will reach a ceiling of 25%, which is the standard application for Separate, apparently. For any Random Status Inflict Code, it will be 0% IIRC [EDIT by formerdeathcorps: no, it seems random with this means one status will be inflicted at 100%]; I’m not sure how Finish Touch’s slot avoids this at present. And, yes, both of those Seals are EXACTLY the same. *Shrug*)
39 +SP_(Y) NS [Yell] (This stat formula should be able to be readily manipulated unlike others.)
3A +Brave_(Y) NS [Cheer Up] (This stat formula should be able to be readily manipulated unlike others.)
3B +Brave_(X) +PA/MA/SP_(Y) NS [Scream] (This stat formula should be able to be readily manipulated unlike the others, in this case because the divisions aren’t separated, though perhaps that’s just the slot.)
3C Heal_(CasMaxHP*2/5) DmgCas_(CasMaxHP/5) NS [Wish, Energy.] (This formula always heals, even against the undead, for a fixed amount.)
3D Hit_(MA+X)% [Blaster, Mind Blast, Death Sentence] (This formula seems to correlate to attacks with accuracy reduced by Magic Defense UP.)
3E Dmg_(TarMaxHP-1) NS
3F Hit_(SP+X)% [Leg Aim, Arm Aim]
40 Undead: Hit_(SP+X)% ELSE Miss [Seal Evil] (This is currently, unfortunately, the only formula that specifically affects Undead and Undead only.)
41 Hit_(MA+X)% [Galaxy Stop] (This formula seems to correlate to attacks with accuracy modified by nothing, not even Zodiacs.)
42 Dmg_(PA*Y) DmgCas_(PA*Y/X) NS [Destroy, Compress, Dispose, Crush] (Always non-elemental.)
43 Dmg_(CasMaxHP-CasCurHP) NS [Shock (Byblos), Shock (Magic Sword), Blade Beam, Ulmaguest, Lifebreak]
44 Dmg_(TarCurMP) NS [Difference]
45 Dmg_(TarMaxHP-TarCurHP) NS [Climhazzard]
46 NS
47 AbsHP_(Y)% 100% Status [Blood Suck (Elmdor), Blood Suck (Vampire)] (There are only two differences between the Blood Sucks: the Inflict Status Codes used and the fact that Elmdor’s Blood Suck slot has “Must Live as a Vampire!” hardcoded to appear whenever it hits, even if doesn’t successfully add Blood Suck [or is changed to another status or no status at all].)
48 Heal_(Z*10) [This is the implicit formula for Potion, Hi-Potion, and X-Potion, though it can be used independent of the Items themselves and, AFAIK at the moment, isn’t affected by things that would affect Items such as Item Throw.] (Harms Undead; deals non-elemental damage. Z value is fixed under the items tab. Although not stated, this is NS.)
49 HealMP_(Z*10) [This is the implicit formula for Ether and Hi-Either, though like the above it can be used independent of Items themselves and is generally unrestricted by Items’ constraints.] (Does not harm undead; Z value fixed under items tab. Although not stated, this is NS.)
4A Heal_(100)% HealMP_(100)% [This is the implicit formula for Elixir. It has the same restrictions as above.] (Elixirs 1HKO undead units by dealing non-elemental damage equal to the an undead unit's maximum HP and restores their MP to full. Although not stated, this is also NS.)
4B Heal_(Rdm(1..9)) 100% Status [This is…the glitchy formula for Phoenix Down. For one thing, it is actually a halved formula as the Phoenix Down Item can heal between 1-20 HP. For another, it seems like the HP it heals is fixed at 1 or some low-end increment despite what formula actually says. Lastly, this will ALWAYS OHKO Undead if they have under 999 HP. Again, this can inflict any status, but the status effect must be inflictable for healing to work.]
4C Heal_(MA*Y) NS [Choco Cure, Spirit of Life] (Deals non-elemental damage to the undead.)
4D AbsHP_(Y)% Hit_(MA+X)% NS [Mutilate, Drain Touch] (Harms the user if the target is Undead, healing the Undead in the process. Damage is non-elemental like formula 0F.)
4E Dmg_(MA*Y) [Ice Bracelet (Dragoner), Fire Bracelet (Dragoner), Thunder Bracelet (Dragoner), Braver, Cross Slash, Meteorain, Omnislash, Cherry Blossom, Choco Meteor, Flame Attack, Spark, Thunder Soul, Aqua Soul, Ice Soul, Wind Soul, Feather Bomb, Leaf Dance, Mimic Titan, Blow Fire, Giga Flare, Ice Bracelet (Dragon), Fire Bracelet (Dragon), Thunder Bracelet (Dragon), Midgar Zolom]
4F Dmg_(CasMaxHP-CasCurHP) Hit_(PA+X)% NS [Goblin Punch] (Patcher typo as MA)
50 Hit_(MA+X)% [Secret Fist, Eye Gouge, Poison Nail, Black Ink, Zombie Touch, Sleep Touch, Grease Touch, Look of Devil, Beak] (This seems to correlate to attacks dependent on MA for hit chance, which can then be reduced by defense up.)
51 Hit_(MA+X)% [Choco Esuna, Protect Spirit, Calm Spirit] (This seems to correlate to attacks dependent on MA for hit chance, and modifiable only by Zodiacs.)
52 Dmg_(CasMaxHP-CasCurHP) 100% Add Status Caster in AoE: DmgSelf_(CasCurHP) NS [Self Destruct]
53 Dmg_(X)% Hit_(MA+X)% [Hurricane, Triple Bracelet]
54 HealMP_(MA*Y) NS [Magic Spirit]
55 –PA_(Y) Hit_(MA+X)% NS [Beaking] (This formula should be able to be readily manipulated.)
56 –MA_(Y) Hit_(MA+X)% NS [Circle] (This formula should be able to be readily manipulated.)
57 +Lvl(1) NS 100% Add Status on Caster [Please Eat]
[[58 Generic: Set_Marlboro: Hit(MA+X)% // 1TargetOnly ELSE nothing (Moldball Virus)]] (Please note that this formula is why Marlboro is not a status.)
59 –Lvl(1) Hit (MA+X)% NS [Level Blast]
5A Dragon: Hit(100)% [Dragon Tame]
5B Dragon: Heal_(Y)% 100% Add Status [Dragon Care] (Hard-coded to cure 2/5 of your HP and harm your unit for 1/5 of his HP in non-elemental damage. The healing works against the undead, and unlike other % healing spells, heals even if the status effect is not inflicted.)
5C Dragon: +Brave_(X) +PA/MA/SP(Y) NS [Dragon Power Up] (I, The Damned, am currently unsure if this formula could be readily manipulated since it’s like Scream yet more specific; I am currently still uncertain about Scream itself, however.)
5D Dragon: Set_Quick NS [Dragon Level Up] (There is an implicit 100% here.)
5E Dmg_((MA+Y)/2*MA) #Hit_(X+1) 6.25% Status [Triple Thunder, Triple Flame, Dark Whisper] (This is the only multi-hit formula in the game that ALWAYS occurs X+1 number of times.)
5F Dmg_((MA+Y)/2*MA) [Nanoflare]
60 Dmg_((MA+Y)/2*MA) 6.25 Status
61 –Brave_(Y) Hit_F(MA+X)% NS [Foxbird, Chicken] (This formula should be able to be readily manipulated.)
62 –Brave_(Y) Hit_(MA+X)% NS [Look of Fright] (This formula should be able to be readily manipulated.)
63 Dmg_(SP*WP) [This is the implicit formula for Throwing Items.]
[[64 Dmg_(PA * WP); if using Spear (PA * 3/2 * WP); if weaponless (PA * Brave /100 * WP)]] (NS)This is the Jump formula. Previously believed to be the formula for Wiznaibus.
In general, all NS attacks also cannot accept elementals, and all HP healing attacks that do damage to the undead will always deal non-elemental damage.