Difference between revisions of "Formulas"
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m (Missed a no-op.) |
(19% status, not 6.25%.) |
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Line 339: | Line 339: | ||
[[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) | + | [[5E Dmg_((MA+Y)/2*MA) #Hit_(X+1) 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)]] Status [Nanoflare] |
− | [[60 Dmg_((MA+Y)/2*MA) | + | [[60 Dmg_((MA+Y)/2*MA) Status]] NE |
+ | Unevadeable version of [[1E Dmg ((MA+Y)*MA/2)|1E (Truth)]], [[5E Dmg ((MA+Y)/2*MA)|5E (Hydra spells)]], [[5F Dmg_((MA+Y)/2*MA)|5F (Nanoflare)]] | ||
[[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 |
Revision as of 04:40, 29 April 2020
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) //Changed to 01 by 0018b8d0-0018b8e0
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 no-op
12 Set_Quick Hit_F(MA+X)% NS [Quick] (Please note that this is why Quick is not a Status.)
13 no-op
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 no-op
19 no-op
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 Hit_(100%) Status // 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 no-op
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) 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) Status [Nanoflare]
60 Dmg_((MA+Y)/2*MA) Status NE Unevadeable version of 1E (Truth), 5E (Hydra spells), 5F (Nanoflare)
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 elements, and all HP healing attacks that do damage to the undead will always deal non-elemental damage.