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final fantasy 6 algorithms.txt
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final fantasy 6 algorithms.txt
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Final Fantasy III (VI)
Algorithms FAQ V 2.3
By
Terii senshi ([email protected])
*****************
Table of Contents
*****************
1.0 Introduction
2.0 Basic Algorithms
2.1 Damage Calculation
2.2 Hit Determination
2.3 Random encounters
2.4 Averaging levels
2.5 Desperation attacks
2.6 Character Stats
2.7 Status Effects
2.8 Battle Timing
2.9 Dropped Items
2.10 Find Doom Gaze
2.11 Saving Cid
2.12 Umaro's attacks
2.13 Running from combat
2.14 Shadow Leaving
2.15 Pincer, Side, Back, and Preemptive attacks
2.16 Veldt
3.0 Weapons
3.1 Randomly casts spell
3.2 Casts spell when used
3.3 Deals normal damage from the back row
3.4 Uses MP to do critical hits
3.5 Ignores Defense
3.6 Randomly kills enemy
3.7 Atma Weapon
3.8 Dice
3.9 Drainer
3.10 Fixed Dice
3.11 Hawk Eye
3.12 Heal Rod
3.13 Imp Halberd
3.14 Illumina
3.15 Man Eater
3.16 Ogre Nix
3.17 Scimitar
3.18 Sniper
3.19 Soul Sabre
3.20 Tempest
3.21 Thief Knife
3.22 Valiant Knife
3.23 Empty (Fists)
4.0 Armors
4.1 Casts spell when used
4.2 Imp Equipment
4.3 Beret
4.4 Coronet
4.5 Cursed Shield
4.6 Force Shield
4.7 Mirage Vest
4.8 Thornlet
5.0 Relics
5.1 Atlas Armlet
5.2 Black Belt
5.3 Charm Bangle
5.4 Cursed Ring
5.5 Dragon Horn
5.6 Earrings
5.7 Gauntlet
5.8 Genji Glove
5.9 Hero Ring
5.10 Hyper Wrist
5.11 Marvel Shoes
5.12 Offering
5.13 Relic Ring
5.14 Ribbon
5.15 Sneak Ring
5.16 Sniper Sight
5.17 Tintinabar
5.18 True Knight
6.0 Commands
6.1 Capture
6.2 Dance
6.3 GP Rain
6.4 Morph
6.5 Throw
6.6 Steal
6.7 Sketch
6.8 Control
6.9 Jump
7.0 Espers
7.1 Earth Wall (Golem)
7.2 Metamorph (Ragnarok)
8.0 Lores
8.1 Dischord
8.2 Exploder
8.3 L.4 Flare
8.4 L.5 Doom
8.5 L.3 Muddle
8.6 L.? Pearl
8.7 Pearl Wind
8.8 Pep Up
8.9 Reflect???
8.10 Revenge
8.11 Step Mine
8.12 Stone
9.0 Blitzes
9.1 Mantra
9.2 Spiraler
9.3 Suplex
10.0 Enemy Attacks
10.1 Flare Star
10.2 N. Cross
11.0 Spell Listings
Version Changes:
2.3 3/10/2004. Adding details to section 2.8 Battle timing for how often
Poison/Regen/Seizure damage is taken, how long Condemned, Stop, Refelect,
Freeze and Sleep status last, and how frequently characters get a chance to run.
Corrected the amount of Vigor monsters start with. Added to the Condemned status
details on how the value of the timer is determined. Removed groups that
couldn't actually be encountered from the Veldt listings.
Revised Suplex description (section 9.3). Switched
probabilities for 1st and 2nd Sketch attacks (section 6.7). Added notes for
Sketch (6.7) and Control (6.8). Added note to Mute status (section 2.7). Added
hit rate note for Stunner SwdTech (section 11.0).
Finally fixed the inequalities in both Chances to Hit formulas. Added Defend
to the Physical Damage Calculation (step 6d). Slightly adjusted one of the
Metamorph success percentages. :) Fixed the algorithm for determining maximum
enemy Stamina (section 2.6). Adjusted the Defense boost given by Imp equipment
to non-Imps (section 4.2). Adjusted the Bat Pwr boost given by Imp Halberd to
non-Imps (section 3.13). Adjusted the Bat Pwr boost given to Imps by weapons
besides Imp Halberd (section 2.7). Added Seizure note for Stamina (section 2.6)
in keeping with section 2.7. Minor change to Genji Glove (sections 5.8 and 2.1)
to account for barehanded characters. Fixed probability of Wind Slash being
cast with Tempest (section 3.20). Made a few changes to Steal algorithm
(section 6.6) Added damage limit to Poison status (section 2.7). Differentiated
Mag Roader types in the Veldt group listing. Revised explanation of how you can
encounter undead SrBehemoth in two different Veldt groups. Added the Empty
(Fists) item to the weapons (section 3.23). Various spelling and grammatical
corrections, and other minor changes.
2.2 2/29/2004. Added step 5 to damage calculation, modified steps 1 and 7. This
splits the "damage multipliers" step into 2 steps, the way it's supposed to be.
Modified step 4 in hit determination to account for getting hit in the back.
Added section 2.12 Umaro's attacks, 2.13 Running from combat, and 2.14 Shadow
leaving, 2.15 Pincer, Side, Back, and Preemptive attacks. Added to the Berserk
and Muddle status. Made corrections to 2.11 Saving Cid section. Made small
corrections to sections 2.2 and 2.16. Revised step 1 of damage calculation to
make magic attacks made by monsters accurate.
2.1 7/1/2003. Made some corrections to section 3.1 - Randomly casts spell.
Added a section for the Jump command (section 6.9). Fixed a few other typos
and such.
2.0 6/24/2003. Fixed a mistake in physical damage calculation. Added Desert
Aria to the list of dances. Added step 6 of damage calculation. Added sections
3.1 to 3.6 to the weapons section. Added sections 4.1 and 4.2 to the armor
sections. Added info for Black Belt relic. Corrected an error in the Steal
command section. Added Shock to the spell listing. Added info for saving Cid
and finding Doom Gaze.
1.6 6/3/2002. Added a section for the Veldt, a section for enemy attacks, and
a section for dropped items. Added Dispatch to the spell stats list (it was
blank before). Made corrections and/or additions to: Damage Determination, Hit
Determination, Desperation Attacks, Steal, Morph, Atma Weapon, Spell Stats
list.
1.5 2/11/2002. Added Character stats, status effects, and battle timing
sections. Added Morph, Dance, and Capture. Made corrections and/or additions
to: Desperation attacks, Atma Weapon, Tintinabar, and True Knight. Added a
listing of spell powers for all attacks.
1.4 10/29/2001. Pretty much changed everything. Added averaging levels and
desperation attacks sections. Added many more weapons. Added armors, lores,
and blitzes sections. Made many changes and minor corrections to the other
sections
1.3 9/10/2001. Added Genji Glove, Earth Wall, and Stone. Corrected or added
to Physical Damage Calculation, Random Encounters, Chance to Hit, Dice, Fixed
Dice, Gauntlet, and Metamorph.
1.2 Added chance to hit calculation, steal command, sneak ring, and Metamorph.
Changed the layout slightly.
1.1 Added a 100% accurate physical damage formula. Fixed a few other errors.
1.0 The original version.
Credits and Acknowledgements:
Squaresoft
For making this game :)
GameFAQs
For giving me a place other than my website to post my FAQ
Everyone at FF3 Message Boards on GameFAQS, especially Master Zed, Assassin17,
Mech Gouki, Mnrogar, and anyone else who figured out some of the things I put
in this FAQ. Thanks to Assassin17 for most of the changes in version 2.3
******************
1.0 Introduction
******************
This FAQ explains how the algorithms and calculations for Final Fantasy III
work. It contains details on how damage is calculated, how random encounters
are determined, as well as how other items and things work. Obviously, this
FAQ doesn't cover everything, but it's getting closer.
NOTE: All divisions done in all calculations are integer division. This means
the result after the division is truncated (rounded down), so (4 / 2) = 2,
(8 / 3) = 2, and ((17 / 2) / 5) = (8 / 5) = 1.
[A..B] is used to indicate a random number between A and B inclusive. For
example [2..4] is a random number: either 2, 3, or 4.
**********************
2.0 Basic Algorithms
**********************
************************
2.1 Damage calculation
************************
Determining the amount of damage an attack can do is complicated, and I broke
it down into 9 steps. The 1st step has 4 parts. Depending on whether the attack
is physical or magical, and whether the attacker it a character or monster, it
uses a different part of step 1. After step 1, you have the base maximum
damage that the attack can do. The following 8 steps will further modify the
damage, and are used for all attacks, magical or physical, made by monsters or
characters. At the end of all steps you will have the amount of damage the
attack can do.
Step 1. Maximum damage calculation
For magical attacks made by characters:
Damage = Spell Power * 4 + (Level * Magic Power * Spell Power / 32)
For magical attacks made by monsters:
Damage = Spell Power * 4 + (Level * (Magic Power * 3/2) * Spell Power / 32)
For physical attacks made by characters :
Step 1a. Vigor2 = Vigor * 2
If Vigor >= 128 then Vigor2 = 255 instead
Step 1b. Attack = Battle Power + Vigor2
Step 1c. If equipped with Gauntlet, Attack = Attack + Battle Power * 3 / 4
Step 1d. Damage = Battle Power + ((Level * Level * Attack) / 256) * 3 / 2
Step 1e. If character is equipped with an Offering:
Damage = Damage / 2
Step 1f. If the attack is a standard fight attack and the character is
equipped with a Genji Glove, but only one or zero weapons:
Damage = ceil(Damage * 3 / 4)
For physical attacks made by monsters :
Step 1a. Damage = Level * Level * (Battle Power * 4 + Vigor) / 256
Note that vigor for each monster is randomly determined at the beginning of
the battle as [56..63]
Step 2. Atlas Armlet / Earring
Step 2a. If physical attack and attacker is equipped with Atlas Armlet or
Hero Ring:
Damage = Damage * 5/4
Step 2b. If magical attack and attacker is equipped with 1 Earring or
Hero Ring:
Damage = Damage * 5/4
Step 2c. If magical attack and attacker is equipped with 2 Earrings / Hero
Rings:
Damage = Damage + (Damage / 4) + (Damage / 4)
Step 3. Multiple targets
If magical attack and the attack is targeting more than one target:
Damage = Damage / 2
Note: Some spells skip this step
Step 4. Attacker's row
If Fight command and the attacker is in the back row:
Damage = Damage / 2
Step 5. Damage Multipliers #1
The damage multiplier starts out = 0.
The following add to the damage multiplier:
Morph (attacker) - If Attacker has morph status add 2 to damage multiplier
Berserk - If physical attack and attacker has berserk status add 1 to damage
multiplier
Critical hit -
Standard attacks have a 1 in 32 chance of being a critical hit. If attack
is a critical hit add 2 to damage multiplier
Step 5a. Damage = Damage + ((Damage / 2) * damage multiplier)
Step 6. Damage modification
Step 6a. Random Variance
Damage = (Damage * [224..255] / 256) + 1
Step 6b. Defense modification
Damage = (Damage * (255 - Defense) / 256) + 1
Magical attacks use Magic defense
Step 6c. Safe / Shell
If magical attack and target has shell status, or physical attack and
target has safe status:
Damage = (Damage * 170 / 256) + 1
Step 6d. Target Defending
If physical attack and target is Defending:
Damage = Damage / 2
Step 6e. Target's row
If physical attack and target is in back row:
Damage = Damage / 2
Step 6f. Morph (target)
If magical attack and target has morph status:
Damage = Damage / 2
Step 6g. Self Damage
Healing attacks skip this step
If the attacker and target are both characters:
Damage = Damage / 2
Step 7. Damage multipliers #2
The damage multiplier starts out = 0.
The following add to the damage multiplier:
Hitting target in back - If physical attack and attack hits the back of the
target, then 1 is added to the damage multiplier
Step 7a. Damage = Damage + ((Damage / 2) * damage multiplier)
Step 8. Petrify damage
If the target has petrify status, then damage is set to 0.
Step 9. Elemental resistance
For each step, if the condition is met, no further steps are checked. So for
example, if the target absorbs the element, then steps 9c to 9e are not
checked.
Step 9a. If the element has been nullified (by Force Field), then: Damage = 0.
Step 9b. If target absorbs the element of the attack, then damage is
unchanged, but it heals HP instead of dealing damage
Step 9c. If target is immune to the element of the attack: Damage = 0
Step 9d. If target is resistant to the element of the attack:
Damage = Damage / 2
Step 9e. If target is weak to the element of the attack: Damage = Damage * 2
***********************
2.2 Hit Determination
***********************
If at any step the attack always hits or always misses, then any further
steps are skipped.
Step 1. Clear
If physical attack and the target has clear status, the attack always misses
If magical attack and the target has clear status, the attack always hits.
Step 2. Death Protection
If the target is protected from Wound status, and the attack misses death
protected targets, then the attack always misses.
Step 3. Unblockable attacks
If the spell is unblockable, then it always hits.
Step 4. Check to hit for normal attacks
Attacks which can be blocked by Stamina skip this step, and instead use
step 5.
Step 4a. If target has Sleep, Petrify, Freeze, or Stop status, then the
attack always hits.
Step 4b. If attack is physical and hits the back of the target, then it
always hits.
Step 4c. If perfect (255) hit rate, then the attack always hits.
Step 4d. If physical attack, and target has Image status, then the attack
always misses, and there is a 1 in 4 chance of removing the
Image status.
Step 4e. Chance to hit
1. BlockValue = (255 - MBlock * 2) + 1
2. If BlockValue > 255 then BlockValue = 255
If BlockValue < 1 then BlockValue = 1
3. If ((Hit Rate * BlockValue) / 256) > [0..99] then you hit; otherwise,
you miss.
Step 5. Check to hit for attacks that can be blocked by Stamina
Most attacks use step 4 instead of this step. Only Break, Doom, Demi,
Quartr, X-Zone, W Wind, Shoat, Odin, Raiden, Antlion, Snare, X-Fer, and
Grav Bomb use this step.
Step 5a. Chance to hit
1. BlockValue = (255 - MBlock * 2) + 1
2. If BlockValue > 255 then BlockValue = 255
If BlockValue < 1 then BlockValue = 1
3. If ((Hit Rate * BlockValue) / 256) > [0..99] then you hit, otherwise
you miss.
Step 5b. Check if Stamina blocks
If target's stamina >= [0..127] then the attack misses (even if it hit in
step 5a); otherwise, the attack hits as long as it hit in step 5a.
***********************
2.3 Random Encounters
***********************
The game keeps a counter that increases each time you take a step. Walking on
the overworld map adds 192 to the counter for each step taken; walking in
caves, towns, etc. where monsters can be encountered adds 112 to the counter
for each step. Each step, a random number is picked from 0 to 255; if this
number is less than (counter / 256 ) then a fight occurs. When a random
encounter occurs, the counter is reset to 0. If the lead party member has a
Charm Bangle equipped, then the number added is cut in half. If Mog has the
Moogle Charm equipped, then the counter is not increased, and there is no
chance of random encounters.
**********************
2.4 Averaging levels
**********************
When a character first joins your party (in the World of Balance, or the World
of Ruin), their level is calculated based on the average level of your current
party members. The level for characters is also recalculated at a few other
points in the game as well. When you first start the game with Terra, her
level is always 3.
The new character's level =
Average of all current members' levels (rounded down)
If a character is joining in the WoR, then the new level will never be lower
than their old level.
If a character is joining for the first time, then a value is added to the
average party level to determine their new level, as follows for each
character:
Terra : +0
Locke : +2
Cyan : +2
Shadow : +0
Edgar : +2
Sabin : +2
Celes : +0
Strago : +2
Relm : +0
Setzer : +0
Mog : +5
Gau : +2
Gogo : +2
Umaro : +0
Banon : -3
Leo : +5
*************************
2.5 Desperation Attacks
*************************
If you attack while the character's current HP < their max HP / 8, then there
is a 1 in 16 chance of doing a desperation attack instead of a normal attack.
Gau and Umaro do not have desperation attacks.
If the character has any of the following statuses, then they will never do
a desperation attack: Muddle, Image, Clear, Zombie
Characters will never use their desperation attack more than once each combat.
While the Battle Time Counter (See section 2.8 Battle Timing) is less than
768, characters won't use their desperation attacks. (i.e. Characters will
never use Desperation Attacks during the first 25.6 seconds of combat)
All Desperation attacks are unblockable (see step 3 in hit determination)
All Desperation attacks are magical attacks, that ignore defense (skip steps
5, 6b, 6c, 6d, 6e, 6f, and 7 in damage calculation.)
Sabre Soul and Star Prism are instant death attacks, rather than damage-dealing
attacks like the others. Shadow Fang will also inflict seizure status.
Here is every character's desperation attack:
Char Attack Power
Locke Mirager 139
Terra Riot Blade 142
Celes Spin Edge 143
Edgar Royal Shock 143
Sabin Tiger Break 140
Cyan Back Blade 140
Mog Moogle Rush 150
Strago Sabre Soul 0
Relm Star Prism 0
Shadow Shadow Fang 140
Setzer Red Card 147
Gogo X-Meteo 146
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2.6 Character Stats
*********************
Vigor:
Higher vigor increases damage done by physical attacks (see section 2.1
Damage calculation). Raising Vigor over 128 with relics and equipment does
no more damage than having a Vigor of 128.
Monsters do not have individual Vigor stats; instead, their vigor is randomly
determined at the beginning of combat as : [56..63]
Speed:
The higher speed a character has, the faster their ATB gauge increases in
combat. (see section 2.8 Battle Timing)
Stamina:
Stamina increases you chance of blocking most instant death attacks. (see
section 2.2 Hit Determination, step 5)
Stamina increases the amount of HP gained by Tintinabar (see section 5.17),
and Regen (see section 2.7 Status effects), as well as the damage done by poison
and seizure (see section 2.7 Status Effects).
As with Vigor, monsters do not have individual Stamina stats; a monster's
Stamina is figured as follows:
Stamina = (Max HP / 512) + 16. If this number is greater than 40, then the
monster's stamina is 40 instead.
Mag. Pwr:
Mag. Pwr increases damage done by magical attacks (see section 2.1 Damage
Calculation). Unlike Vigor, increasing Mag. Pwr over 128 is more effective.
Evade%:
Evade% is supposed to increase the chance of dodging physical attacks, but due
to a bug in the game, Evade% has no effect, so don't bother trying to
increase it.
MBlock%:
MBlock% increases the chance of dodging attacks (due to a bug in the game, this
affects both magical and physical attacks)
********************
2.7 Status Effects
********************
Dark:
Dark is supposed to make it harder to hit with physical attacks, but due to
the same bug that makes Evade useless, Dark does not decrease your chance to
hit with physical attacks. The only effect Dark has is that Strago can't
learn new lores while blinded.
Zombie:
While in Zombie status, a character is uncontrollable and automatically
attacks. Characters in Zombie status do not die when reduced to 0 HP.
When a zombie character hits, they have a 1 in 16 chance of inflicting
dark status on the target, and a 1 in 16 chance of inflicting poison status
on the target.
Poison:
While a character is poisoned, they will periodically take poison damage.
Damage from poison is taken approximtely once every 17 seconds, more often if
you're hasted, less often if you're slowed (see section 2.8 Battle Timing for
exact details). The amount of damage done by poison is calculated as follows:
Max Damage = (Max HP * stamina / 1024) + 2 (if this value is greater than
255 it is set to 255)
Damage = Max Damage * ([224..255]) / 256
If a character is poisoned (instead of a monster), Damage = Damage / 2
This damage is the amount of damage taken from Poison the first time in
combat. The second time, the damage is double; the third time it is tripled,
etc. This damage levels off after the eighth round; in other words, the damage
taken from Poison in a round (for characters or monsters) can't exceed 8x what
it was the first round (random variance aside).
Outside of combat, the amount of damage done per step is : (Max HP / 32). This
will never reduce HP below 1.
M-Tek:
While in this status, the character is wearing Magitek Armor, they can't use
their normal commands, and instead can only use M-Tek. Terra has extra
M-Tek commands that other characters don't. If Umaro has this status, he will
use a random M-Tek attack rather than his standard attacks.
This status is only used three times in the game: in the beginning, in the
camp in the desert, and in a part of Cyan's Dream.
Clear:
This status is inflicted by casting Vanish. While in this status, physical
attacks will always miss the target, and magical attacks will always hit.
Any magical attack will remove the clear status.
Imp:
While in Imp status a character can only use fight, item, and magic commands.
The only magic that can be cast is Imp.
While an Imp, the Battle Power of the character's weapon is not added to their
base battle power when determining damage (1 is added instead), unless equipped
with an Imp Halberd.
For monsters, their battle power is instead considered to be 1 while an Imp.
Some monsters however, retain their full battle power while imped, and do
automatic critical hits as well.
Petrify:
While in Petrify status, the character cannot act. Their HP is reduced to 0, but
they don't die.
All damage done to a petrified character is reduced to 0 (see step
8 in damage calculation). Note that the Atma weapon adds 1 to the damage after
this, and thus can do 1 damage to a petrified character.
Attacks always hit a character with Petrify status (see step 4a in hit
determination).
If a monster is ever inflicted with Petrify status, then they are automatically
killed.
Wound:
This means the character is dead, and cannot act until revived.
Condemned:
In Condemned status, the character has a countdown over their head. When this
countdown reaches 0, the character dies. The value that the countdown starts
at is determined as follows:
Timer = 79 - a random number from level to ((2 * level) - 1)
If this value is less than 20 then the countdown is set to 20 instead
Level refers to the level of the monster/character that cast the spell that
caused Condemned status.
The countdown timer is decreased by 1 approximately once every 2 seconds, more
often if you're hasted, and less often if you're slowed (see section 2.8 Battle
Timing for exact details).
Near Fatal:
This status means the character is below 1/8 of their max HP. Characters
can use desperation attacks while in Near Fatal status (see section 2.5
Desperation Attacks).
Image:
While in image status, all physical attacks will miss the character. Every time
the character is missed by a physical attack, there is a 1 in 4 chance of the
image status being removed.
Mute:
While in mute status, a character can't cast spells or lores. If a spell or
lore is confirmed before the character gets Muted, or if they're casting it
via Rage or Sketch, they'll still be able to use it if it *normally* costs
0 MP (Rage/Sketch making it free won't matter).
Berserk:
While in berserk status, a character is uncontrollable, and will automatically
attack a random enemy. In berserk status characters do more damage (see step 5
in damage calculation). To determine which command the character uses, a list
is created. Each of these comands: Fight, Capture, Jump, Rage, and Magitek,
that the character can use is added to the list. An extra Fight command is
added as well (even if the character can't normally use the Fight command). One
of the commands from the list is randomly chosen to be used. Monsters always do
a standard attack while berserked. If a character selects a command before being
berserked, but before they act, then the command selected is still executed.
Muddle:
Muddled characters are uncontrollable and will take random actions. If the
action would normally target the enemy, it targets you characters instead.
If the action would normally target your characters, it targets the enemies
instead. The following commands will never be used when muddled: Item, Revert,
Throw, Control, Slot, Leap, Def., Summon, and Possess.
Being hit by a physical attack will remove Muddle status. If a character selects
a command before being muddled, but before they act, then the command selected
is still executed, although the target(s) change.
Seizure:
Seizure status causes periodic damage to the character, just like poison. The
amount of damage done is the same as poison, except the damage does not
increase over time.
Damage from seizure is taken approximtely once every 8.5 seconds, more often if
you're hasted, less often if you're slowed (see section 2.8 Battle Timing for
exact details).
Since seizure status is not poison, spells / relics that prevent or cure
poison will have no effect against seizure.
Sleep:
While asleep, characters cannot select commands. While asleep, the character's
ATB gauge does not increase. (see section 2.8 Battle Timing)
All attacks will automatically hit a character with sleep status, and any
physical attack will remove sleep status. A tapir will appear and wake up the
monster/character after approximately 38 seconds, faster if you're hasted,
slower if you're slowed (see section 2.8 Battle Timing for exact details)
Dance:
This is the status you receive when you successfully dance. While in dance
status, a character is uncontrollable and instead randomly uses dance moves.
See the section on the Dance command for more info.
Regen:
While in regen status, a character will be periodically healed. The amount
of HP healed is calculated as follows:
Max HP Gained = (Max HP * stamina / 1024) + 2 (if this value is greater than
255 it is set to 255)
HP Gained = Max HP Gained * ([224..255]) / 256
HP is gained from Regen approximtely once every 8.5 seconds, more often if
you're hasted, less often if you're slowed (see section 2.8 Battle Timing for
exact details).
Slow:
Slow status causes the character's ATB gauge increase at a slower than normal
rate (See section 2.8 Battle Timing).
Haste:
Haste status causes the character's ATB gauge increase at a faster than normal
rate (See section 2.8 Battle Timing).
Stop:
While stopped, a character's ATB gauge does not increase. Wears off after
approximately 38 seconds, less time if you're hasted, and more time if you're
slowed (See section 2.8 Battle timing for exact details)
Shell:
Shell status causes a character to take 170/256 normal damage from magical
attacks (see step 6c in Damage Calculation). Defense ignoring attacks ignore
shell status.
Safe:
Safe status causes a character to take 170/256 normal damage from physical
attacks (see step 6c in Damage Calculation). Defense ignoring spells ignore
safe status.
Reflect:
Reflect status causes spells to be reflected back at the caster's party.
Reflected spells deal half normal damage. Not all spells are reflectable. Wears
off after approximately 55 seconds, less time if you're hasted, and more time
if you're slowed (See section 2.8 Battle timing for exact details)
*******************
2.8 Battle Timing
*******************
In battle, the game keeps track of a battle time counter. This counter is
incremented by one approximately 30 times a second. If the "Bat. Mode" is
set to "Wait", then the counter will not be incremented while you're
selecting spells, items, etc. from the menu. Every time this counter is
incremented, each character's and monster's ATB gauge is increased by the
following amount:
For characters:
Normal speed:
(96 * (Speed + 20)) / 16
If Hasted:
(126 * (Speed + 20)) / 16
If Slowed:
(48 * (Speed + 20)) / 16
For monsters:
Normal speed:
((96 * (Speed + 20)) * (255 - ((Battle Speed - 1) * 24))) / 16
If Hasted:
((126 * (Speed + 20)) * (255 - ((Battle Speed - 1) * 24))) / 16
If Slowed:
((48 * (Speed + 20)) * (255 - ((Battle Speed - 1) * 24))) / 16
Battle Speed is controlled by the "Bat.Speed" option in the game's
Config menu.
Because Speed + 20 must fit in a single byte, any speed over 235 would
result in a very slow-moving ATB gauge.
Once the ATB gauge has reached 65536, then characters are able to select
a command. The battle time counter and ATB gauges will increase during
attack animations, as well as while you select a command, but not while
selecting spells, items, etc. from a menu if "Bat. Mode" is set to "Wait".
Each character and monster also has an individual Time counter. Once every 16
times that the Battle timer is increased these counters are increased by the
following amount:
If character/monster is at normal speed: 64
If character/monster is hasted: 84
If character/monster is slowed: 32
If any character's/monster's time counter is over 255, then that counter is
reduced by 256 and the following occur:
If the character/monster has Stop status, then the "stop timer" is reduced by
1. If the "stop timer" reaches 0, then Stop status is removed. When inflicted
with Stop status, the "stop timer" is set 18.
If the character/monster does not have Stop status then the following also
occur:
If the party is trying to run, then the character will get a chance to run (see
section 2.13 Running From Combat)
If the character/monster has Condemned status, the countdown is decreased by 1.
(See the section for Condemned status)
If they have Reflect status, then the "reflect timer" is reduced by 1. If the
"reflect timer" reaches 0, then Reflect status is removed. When inflicted with
Reflect status, the "reflect timer" is set 26.
If they have Freeze status, then the "freeze timer" is reduced by 1. If the
"freeze timer" reaches 0, then Freeze status is removed. When inflicted with
Freeze status, the "freeze timer" is set 34.
If they have Sleep status, then the "sleep timer" is reduced by 1. If the
"sleep timer" reaches 0, then Sleep status is removed. When inflicted with
Sleep status, the "sleep timer" is set 18.
1 in 8 times, the character/monster will receive Poison damage if they are
poisoned.
2 in 8 times, the character/monster will receive Seizure damage if they have
Seizure status.