Difference between revisions of "FF7/DamageFormula"

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Qhimm>Akari
Qhimm>Akari
Line 1: Line 1:
== Damage Formula's description ==
== Damage Formula's description ==
0xA1:
Prepare Function 0x0
Prepare Function 0x2
Damage Function 0x1
if current hp less then max hp / 4 then damage = damage * 2.
if attacker in death sentence then damage = damage * 2.




Line 9: Line 23:
Prepare Function 0x2
Prepare Function 0x2


power_modifier = total_level_of_all_enemy_target / number_of_enemy_target;
power_modifier = total_level_of_all_enemy_target / number_of_enemy_target.


(this only use enemy units from 4 to 10 that includes in target mask after all preparation)
(this only use enemy units from 4 to 10 that includes in target mask after all preparation)
Line 23: Line 37:
Prepare Function 0x2
Prepare Function 0x2


power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier);
power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier).


Damage Function 0x1
Damage Function 0x1
Line 35: Line 49:
Prepare Function 0x2
Prepare Function 0x2


power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier);
power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier).


Damage Function 0x1
Damage Function 0x1
Line 47: Line 61:
Prepare Function 0x2
Prepare Function 0x2


power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16);
power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16).


(total_ap is no more than ap needed for max star, so underwater materia won't work)
(total_ap is no more than ap needed for max star, so underwater materia won't work)
Line 62: Line 76:
Prepare Function 0x2
Prepare Function 0x2


power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16)
power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16).


Damage Function 0x1
Damage Function 0x1
Line 74: Line 88:
Prepare Function 0x2
Prepare Function 0x2


power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16)
power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16).


Damage Function 0x1
Damage Function 0x1

Revision as of 20:47, 23 October 2008

Damage Formula's description

0xA1:

Prepare Function 0x0

Prepare Function 0x2

Damage Function 0x1

if current hp less then max hp / 4 then damage = damage * 2.

if attacker in death sentence then damage = damage * 2.


0xA3:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = total_level_of_all_enemy_target / number_of_enemy_target.

(this only use enemy units from 4 to 10 that includes in target mask after all preparation)

Damage Function 0x1


0xA4:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier).

Damage Function 0x1


0xA5:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier).

Damage Function 0x1


0xA6:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16).

(total_ap is no more than ap needed for max star, so underwater materia won't work)

Damage Function 0x1



0xA7:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16).

Damage Function 0x1


0xA8:

Prepare Function 0x0

Prepare Function 0x2

power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16).

Damage Function 0x1