Difference between revisions of "Formulas"

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m (Minor formatting consistency issues. Silly unnecessary non-ASCII characters in page names.)
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  [[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
 
  (Yin-Yang), Pray Faith, Doubt Faith, Zombie (Yin-Yang), Silence Song, Blind Rage,
 
  (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
 
  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,
 
  (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,
 
  Blind 2, Confuse 2, Sleep 2, Despair 2, Blind (Magic Sword), Faith, Innocent,
  Zombie (Magic Sword), Silence (Magic Sword), Berserk, Confuse, Despair, Don’t
+
  Zombie (Magic Sword), Silence (Magic Sword), Berserk, Confuse, Despair, Don't
 
  Act, Sleep (Magic Sword), Break]
 
  Act, Sleep (Magic Sword), Break]
 
+
 
  R999: This formula can actually be blocked/guarded/evaded even if Evadeable is
 
  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
 
  unchecked. Even if it is a positive status (eg: Regen/Protect, etc). Do not use
Line 60: Line 60:
 
  [[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
 
  Undead.)
 
  Undead.)
 
+
 
  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.)
Line 98: Line 98:
  
 
  [[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,
  Nameless Song, Last Song] (Please note that Nameless Song’s slot is hardcoded to
+
  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;
 
  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,
  Nameless Dance, Last Dance] (Please note that Nameless Dance’s slot is hardcoded
+
  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
 
  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
Line 119: Line 118:
 
  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
Line 202: Line 201:
 
  [[37 Dmg_(Rdm(1…Y)*PA)]] [Dash [Squire], Throw Stone, Cat Kick, Tail Swing] (This formula
 
  [[37 Dmg_(Rdm(1…Y)*PA)]] [Dash [Squire], Throw Stone, Cat Kick, Tail Swing] (This formula
 
  is currently the only that also has innate Knockback attached to it. Unfortunately,
 
  is currently the only that also has innate Knockback attached to it. Unfortunately,
  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.
  
Line 211: Line 210:
 
  standard application for Separate, apparently. For any Random Status Inflict
 
  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
 
  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
+
  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.
 
  avoids this at present. And, yes, both of those Seals are EXACTLY the same.
 
  *Shrug*)
 
  *Shrug*)
Line 223: Line 222:
 
  [[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
Line 256: Line 255:
 
  [[47 AbsHP_(Y)% 100% Status]] [Blood Suck (Elmdor), Blood Suck (Vampire)] (There
 
  [[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
 
  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!
+
  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
+
  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
 
  X-Potion, though it can be used independent of the Items themselves and, AFAIK at
 
  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.]
+
  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.
 
  (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.)
  
  Formula 49 = [[MP Healing Item Formula]] [This is the implicit formula for Ether and Hi-Either,
+
  49 = [[MP Healing Item Formula]] [This is the implicit formula for Ether and Hi-Either,
 
  though like the above it can be used independent of Items themselves and is
 
  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
+
  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.)
  
  Formula 4A = [[0018a2c4 - 0018a2e8]] [This is the implicit formula for Elixir. It has
+
  4A = [[0018a2c4 - 0018a2e8]] [This is the implicit formula for Elixir. It has
 
  the same restrictions as above.] (Elixirs 1HKO undead units by dealing
 
  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
 
  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
 
  Down. For one thing, it is actually a halved formula as the Phoenix Down Item can
 
  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
 
  heal between 1-20 HP. For another, it seems like the HP it heals is fixed at 1 or
Line 334: Line 333:
  
 
  [[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
  currently unsure if this formula could be readily manipulated since it’s like
+
  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,
 
  Scream yet more specific; I am currently still uncertain about Scream itself,
 
  however.)
 
  however.)

Revision as of 09:23, 3 April 2017

Legend:

  • NS - No status infliction possible.
  • F - Caster's Faith * Target's Faith / 100^2.
  • Rdm - Random.
  • // - The rest of the line is a comment.
  • PE - Physical evasion applies.
  • ME - Magical evasion applies.
  • NE - No evasion applies.
Formula Table
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 [Dragon], 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 [Squire], Throw Stone, Cat Kick, Tail Swing] (This formula
is currently the only that also has innate 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.) <---- This formula has hardcoding
to where the attack that uses it will have 0% accuracy against same-Zodiac targets.
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 = MP Healing Item Formula [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 = 0018a2c4 - 0018a2e8 [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_Morbol: 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.