Damage Formulae

How to use these formulae Well, if you don't understand this stuff, go click the link on how to use this.
If you do understand, then scroll down and use them already!!!

Well, since a large part of the game depends on evasion, here are the formulae:
Front Attack: hit% = [(base hit%)*(1-PC.EV)*(1-PS.EV)*(1-PA.EV)*(1-W.EV)]
Side Attack: hit% = [(base hit%) * (1-PS.EV) * (1-PA.EV) * (1-W.EV)]
Back Attack: hit% = [(base hit%) * (1-PA.EV)]

Now you might be wondering: "What about diagonals?" If you aren't, then I'm lousy at mind reading. Just... don't sue me for it, allright?
Simple. Just count the number of squares to the relevant directions. Take this for example.
E is the enemy, Y is you. ~ takes up space to make it even. Ignore the tildens.
~~~E
~Y~~
~~~~
Well, that's one forward and two to the side. Thus, it's a side attack.
Now, what if it's a tie? Then it goes to the one with more evasion. In other words, if it's a tie, it goes to front over side, and side over rear.
Evasion isn't really that big a deal until later in the game. As a side note, most normal attacks have 100% hit rates to begin with.
Now, you may have noticed how guns, for instance, have 100% hit rate regardless of evasion. That's because guns, like several other things, ignore evasion. Evasion does work on most normal weapon attacks - swords, staves, sticks, rods, etc.. but NOT guns.
It does work on Throw moves, Battle skill, some Steal moves, Spin fist, Repeating fist, Wave fist, and Throw Stone.

It does NOT work on gun attacks, Jump, Snipe (Mustadio's skillset), Holy Sword (Agrias's skillset), Dark Sword (Gafgarion's skillset), Mighty Sword (Meliadoul's, Rofel's, and Vormav's skillset), Secret Fist, and Dash.
As a note, Orlandu's AllSwordSkill includes Holy, Dark, and Mighty Sword skillsets, so those cannot be evaded either.

As you might have noticed, some steals are not evaded. Those two are Steal Experience and Steal Heart.
Now, you may wonder how the stuff works... Most moves have a base of 100%... These are normal attacks, Throw, Swordskills, Spin Fist, Repeating Fist, Wave Fist, Earth Slash, Throw Stone, and Dash.
(ChocoCid's note: even though AeroStar's FAQ does not say this, note that DAMAGE magic, like Black Magic, Meteor, and Holy have 100% base hit percentages.)
Another note is that Mighty Sword requires the enemy to have that slot equipped. You cannot use Shellbust Stab if they lack any "body" wear.

MAGICAL EVASION WORKS DIFFERENTLY!!!
hit%=[(base hit%)*(1-MS.EV)*(1-MA.EV)]
Curing spells are not evaded. Helpful spells are not evaded.
The following cannot be evaded.
Draw Out (yes, it's magical, more on this later), Fear (an enemy skillset), Truth (Rafa's skillset), Un-Truth (Malak's Skillset), Elemental (Geomancers, and yes, it's magical. More on this later), Limit (Cloud's skillset, and yes, it's magical, more on this later), Summon magic (minus Lich), Holy (Priests), Dark Holy (enemy move), Meteor (Time Mages), Melt (enemy move), Quake (ditto), Tornado (again), Flare 2 (repeat), Ultima (Ramza-squire can learn this), Ultima (This is the more powerful one used by Altima), All-Ultima (Altima move), Poison Frog (enemy move), Midgar Swarm (Elidibs move), Shock (Beowulf move), Giga Flare (enemy move), Nanoflare (ditto), Lifebreak (ditto), Ulmaguest (again), Choco Meteor (Red chocobo or monster skill a Black chocobo), Spark (Explosive or monster skill a grenade), SelfDestruct (all bomb-types), Feather Bomb (Cocatoris), Leaf Dance (Taiju), Spirit of Life (ditto), Magic Spirit (ditto), Mimic Titan (Sacred), Triple Thunder, Triple Flame, Dark Whisper. (These last three are from Tiamat-types).

These ignore evade, but they don't have 100% hit rate.
Mind Blast (Mindflare), Level Blast (Mindflare with monster skill), Death Sentence (The one used by Plague-types), Circle (ditto), Nose Bracelet (used by Uribo-types).
Interesting note: the Magical class evasion (MC.EV) is worthless, as it is 0 for EVERYTHING. Thus, we ignore it.
As a note, the Abandon reaction move has the effect of doubling all evasion. Despite the descriptor, it does not require being hit first. (blame the spoony translators).
The "Defend" move (also the one used by "caution") add that effect temporarily.


Protect and Shell

In addition to Zodiac (the add or subtract [1/4X] or [1/2X] part you should remember... if not, go here )
Protect: X-[(1/3)X] becomes the new value. Even though staves use MA, they are considered to be physical attacks. Thus, the X can be PA or MA. (note: this is done after zodiac is factored in. You use the "new" X.) Defense UP has the same effect as protect. So what if the target has both? You do protect first, then defense UP. (Actually, it'd be the same either way. You just want to be consistent).
Shell: X-[(1/3)X] becomes the new value. X is almost always going to be MA. For elemental, the only value affected is MA. Even if the target has both protect and shell, the only one affected is MA. Hence, MA=X for Geomancy. (Magic Defend UP has the same effect as shell, so you just do one, then the other.)
As an added note on shell, if the damage is set (like Demi or Life Drain) and it's an effect magic, then it only affects the hit rate.

Elemental Weaknesses

Weak to an element: double damage.
Half element: halve and truncate the damage.
Cancel element: always does 0 (also known as "no effect")
Absorb element: is healed by the move in the same amount it would do damage. If the move would do 20, the enemy is healed by that amount.
Now, as for being Strengthened in an element, it does the same as "Good" zodiac.

Multiple instances of the same Variable

Have you been having trouble calculating bare fist damage? Here's why. You only modify ONE INSTANCE of the variable. The other is left alone. Here's the barehand damage... PA*[PA*(Br/100)] So you would modify the "unmodified" variable- in other words, the first one. Note how the other PA is modified by the brave? You don't re-modify that.

THE PART YOU'VE ALL BEEN WAITING FOR!


The ATTACK Formulae


"Kung Foolery" Bare Hands: [PA*(Br/100)]*PA*M
The M is the "Martial Arts Modifier". Without it, you leave M as one. With it (or as a Monk) you make M 1.5 and truncate the result.
"Basic Weapons" Swords, Rods, Crossbows, Spears: PA*WP
"Weapons of Honor" (or "Honour" for you Canadian and British folk)
Knight Swords, Katanas: [(Br/100)*PA]*WP
"Weapons of Speed"
Ninja Swords, Bows, Knives: [(PA+Sp)/2]*WP
"Mage Weapons"
Staffs, Sticks: MA*WP
"Ranged mayhem"
Regular Guns: WP*WP
Magical Guns:[(CFa/100)*(TFa/100)*WP*Q]
Q=14 with 60% chance
Q=18 with 30% chance
Q=24 with 10% chance

"Rando-Weapons" Axes, Bags, Flails:F*WP where F is a random integer between 1 and PA.
"Oddball weapons"
Harps, Books, Rugs: [(PA+MA)/2]*WP

Critical Hits


It does damage equivalent to normal or double normal minus one, or a number in between, depending on how it randomizes the additional X.

MODIFYING DAMAGE

Now, you should already know how to do this, but here's a STEP-BY-STEP guide to editing damage. This is a DIRECT quote from AeroStar's Battle Mechanics Guide. "1. If this is a critical hit, then XA1 = XA0 + (1..XA0) - 1. See [2.1] for details.
2. If the weapon is endowed with an Element, and the attacker has equipment that 'Strengthens' that element, then (XA2 = [XA1 * 5/4]), else XA2 = XA1
3. If attacker has Attack UP, then (XA3 = [XA2 * 4/3]), else XA3 = XA2
4. If attacker has Martial Arts and is barehanded, then (XA4 = [XA3 * 3/2]), else XA4 = XA3
5. If attacker is Berserk, then (XA5 = [XA4 * 3/2]), else XA5 = XA4
6. If defender has Defense UP, then (XA6 = [XA5 * 2/3]), else XA6 = XA5
7. If defender has Protect, then (XA7 = [XA6 * 2/3]), else XA7 = XA6
8. If defender is Charging, then (XA8 = [XA7 * 3/2]), else XA8 = XA7
9. If defender is Sleeping, then (XA9 = [XA8 * 3/2]), else XA9 = XA8
10. If defender is a Chicken and/or a Frog, then (XA10 = [XA9 * 3/2]), else XA10 = XA9
11. Apply zodiac multipliers: If compatibility is 'Good', then (XA11 = XA10 + [(XA10)/4])) else If compatibility is 'Bad', then (XA11 = XA10 - [(XA10)/4]) else If compatibility is 'Best', then (XA11 = XA10 + [(XA10)/2]) else If compatibility is 'Worst', then (XA11 = XA10 - [(XA10)/2]) else XA11 = XA10
12. Apply weapon's damage formula using XA = XA11 (if there is more than one instance of XA, only set _one_ instance to XA11 and leave the other as XA0 (see above)."
(I HOPE that the cut and paste didn't wreck the formatting...)

Faith-Based Damage Magic


The general formula is [K*MA*(CFa/100)*(TFa/100)].
K is the "K-value" of a spell- its power.
You should know what the others are. If not, go here.
Here is a list of the K-Values for spells you can use.. If you want the full chart, including MP, Elements, Counter-Magicable, Reflectable, Calculatable, Range, and Evasion, go to AeroStar's Battle Mechanics Guide at GameFAQs.
Spell .... .......... Q value
Black Magic
(fire, ice, bolt) ... 14
(fire, ice, bolt)2 .. 18
(fire, ice, bolt)3 .. 24
(fire, ice, bolt)4 .. 32
Flare ............... 46
White Magic
Cure ................ 14
Cure 2 .............. 20
Cure 3 .............. 30
Cure 4 .............. 40
Holy ................ 50
Summon Magic
Bahamut ............. 46
Cyclops ............. 50
Fairy ............... 24
Ifrit ............... 24
Leviathan ........... 38
Moogle .............. 12
Odin ................ 40
Ramuh ............... 24
Salamander .......... 38
Shiva ............... 24
Titan ............... 28
Zodiac .............. 96
Other Damage Spells
Meteor .............. 60 (Time Magic)
Ultima .............. 23 (Ramza-Squire)

More AeroStar quote-iness!!


DAMAGE MODIFIERS Many factors -- including the caster's abilities and status, the target's abilities and status, as well as Zodiac compatibility -- can affect the damage done by magical attacks. The procedure outlined below is a summary of how to apply all these different modifiers.
Let 'MA0' be the caster's MA on the stat screen.
1. If caster has 'Strengthen: [element of spell]', then (MA1 = [MA0 * 5/4]) else MA1 = MA0
2. If caster has Magic AttackUP, then (MA2 = [MA1 * 4/3]), else MA2 = MA1
3. If target has Magic DefendUP, then (MA3 = [MA2 * 2/3]), else MA3 = MA2
4. If target has Shell, then (MA4 = [MA3 * 2/3]), else MA5 = MA4
5. Apply zodiac multipliers: If compatibility is 'Good', then (MA5 = MA4 + [(MA4)/4])) Else If compatibility is 'Bad', then (MA5 = MA4 - [(MA4)/4]) Else If compatibility is 'Best', then (MA5 = MA4 + [(MA4)/2]) Else If compatibility is 'Worst', then (MA5 = MA4 - [(MA4)/2]) Else MA5 = MA4
6. Apply the spell's damage formula using MA5 = MA. If there is more than one instance of MA in the equation, set the MA that is a stand-alone multiplier to MA5, but _leave_ the other one as MA0 (see [1.8] for more details).
Remember that some spells can be evaded if the target has magic-evading equipment on, and, if the spell is elemental and does damage, that the damage done will often be subject to elemental multipliers. First apply these damage multipliers:
If this is a snowstorm and the spell is ice-elemental, then damage1 = [damage * 5/4]
If this is a thunderstorm and the spell is fire-elemental, then damage1 = [damage * 3/4]
If this is a thunderstorm and the spell is lightning-elemental, then damage1 = [damage * 5/4]
Else damage1 = damage
Then apply these damage multipliers:
If target is 'Weak' against spell's element, damage2 = damage1 * 2
If target has 'Half' spell's element, damage2 = [damage1 / 2]
Else damage2 = damage1
Damage2 will then be the amount of damage that the spell does.

Faith-Based Effect Magic


Success% is [(CFa/100)*(TFa/100)*(MA+K)]*(final evasion value)
K is the K-value, just like before.
Again, the full chart is at AeroStar's Battle Mechanics Guide on GameFAQs.
Spell name......... K Value
Yin Yang Magic Blind...........200
Life Drain......160
Spell Absorb....160
Pray Faith......150
Doubt Faith.....150
Zombie..........100
Silence.........180
Blind Rage......120
Foxbird.........140
Confusion Song..130
Dispel Magic....220
Paralyze........190 (that's "Paralyse" to you Brits and Canadians!)
Sleep...........170
Petrify.........110
Time Magic Haste,Slow,Reflect.....180
Float, Quick...........140
Haste2,Slow 2..........240
Stop...................110
Don't Move, Demi.......190
Demi2..................120
White Magic
Raise..............180
Raise2.............160
Reraise,Wall.......140
Regen..............170
Protect, Shell.....200
Protect2, Shell2...120
Esuna..............190
Other Magics
Poison, Lich .....160
Frog..............120
Death.............100
Golem.............200
Silf, Carbunkle...150

MORE AEROSTAR QUOTES!!!
1. If caster has 'Strengthen: [element of spell]', then (MA1 = [MA0 * 5/4]) else MA1 = MA0
2. If caster has Magic AttackUP, then (MA2 = [MA1 * 4/3]), else MA2 = MA1
3. If target has Magic DefendUP, then (MA3 = [MA2 * 2/3]), else MA3 = MA2
4. If target has Shell, then (MA4 = [MA3 * 2/3]), else MA4 = MA3
5. Apply the spell's success% formula using MA = MA4.
6. Apply Zodiac modifiers to the success%: 'Good' compatibility: success%_zodiac = success% + [success% / 4] 'Best' compatibility: success%_zodiac = success% + [success% / 2] 'Bad' compatibility: success%_zodiac = success% - [success% / 4] 'Worst' compatibility: success%_zodiac = success% - [success% / 2]
7. Apply any evasion percentages that the target has due to his equipment.


Battle Skill


The formula for equipment breaks: (PA+WP+K)*(Evasion Factor)
The formula for statistic breaks: (PA+K)*(Evasion Factor)
Here are the K-values, again, the full chart is on the Battle Mechanics Guide on GameFAQs.
Move name...... K-Value
Head Break.... 45
Armor Break... 40
Shield Break.. 55
Weapon Break.. 30
Magic,Power
Speed,Mind.... 50
MORE AEROSTAR QUOTE GOODNESS
The 'Attacker' is the unit executing the BATTLE SKILL directive, and the 'Defender' is the unit being attacked. Let PA0 be the attacker's initial PA, given on the stat screen.
1. If attacker has Attack UP, then (PA1 = [PA0 * 4/3]), else PA1 = PA0
2. If attacker has Martial Arts and is bare-handed, then (PA2 = [PA1 * 3/2]), else PA2 = PA1
3. If defender has Defense UP, then (PA3 = [PA2 * 2/3]), else PA3 = PA2
4. If defender has Protect, then (PA4 = [PA3 * 2/3]), else PA4 = PA3
5. If defender is Charging, then (PA5 = [PA4 * 3/2]), else PA5 = PA4
6. If defender is Sleeping, then (PA6 = [PA5 * 3/2]), else PA6 = PA5
7. If defender is a Frog and/or Chicken, then (PA7 = [PA6 * 3/2]), else PA7 = PA6
8. Calculate Z (zodiac multiplier): If compatibility is 'Good', then Z = [(PA7 + K) / 4]
Else If compatibility is 'Bad', then Z = -[(PA7 + K) / 4]
Else If compatibility is 'Best', then Z = [(PA7 + K) / 2]
Else If compatibility is 'Worst', then Z = -[(PA7 + K) / 2]
Else Z = 0
9. success% = [((PA7 + K) + Z) * evasion factor]
* for the equipment breaks, substitute (PA7 + WP + K) for all instances of (PA7 + K) in the above process.


Punch Art


Move name......... Formula
Spin Fist......... PA*[Pa/2]
Repeating Fist.... (1...9)*(PA+[PA/2])
Wave Fist......... PA*([Pa/2]+1)
Earth Slash....... PA*[PA/2] (earth element)
Secret Fist....... %=MA+50
Chakra............(5*PA) HP , [(5*PA)/2] MP
Revive............pA+70 ... heals [MaxHP/5]
For these with Martial Arts factored in, look at AeroStar's BMG at GameFAQs.

Steal


The success rate is (SP+K)*(evasion factor). This results in a decimal, you may want to multiply it by 100 and truncate to get a %.
Move Name ............K-Value
Helmet, Accessory ....40
Armor, Shield ........35
Weapon................30
Experience............70
Gil...................90
HOLD ON JUST A MINUTE! WHAT ABOUT STEAL HEART!
That's simple. The success rate is (MA+50).
EVEN MORE AEROSTAR QUOTES!!
Let 'Sp0' be the thief's original Speed as given on the status screen.
(Note: this works even if not a thief.)
1. If caster has Attack UP, then (Sp1 = [Sp0 * 4/3]), else Sp1 = Sp0
2. If caster has Martial Arts, then (Sp2 = [Sp1 * 3/2]), else Sp2 = Sp1
3. If target has Defense UP, then (Sp3 = [Sp2 * 2/3]), else Sp3 = Sp2
4. If target has Protect, then (Sp4 = [Sp3 * 2/3]), else Sp4 = Sp3
5. If target is Charging, then (Sp5 = [Sp4 * 3/2]), else Sp5 = Sp4
6. If target is Sleeping, then (Sp6 = [Sp5 * 3/2]), else Sp6 = Sp5
7. If target is a Frog and/or Chicken, then (Sp7 = [Sp6 * 3/2]), else Sp7 = Sp6
8. Calculate Z (zodiac multiplier):
If compatibility is 'Good', then Z = [(Sp7 + K)/4]
Else If compatibility is 'Bad', then Z = -[(Sp7 + K)/4]
Else If compatibility is 'Best', then Z = [(Sp7 + K)/2]
Else If compatibility is 'Worst', then Z = -[(Sp7 + K)/2]
Else Z = 0
9. success % = ((Sp7 + K) + Z) * (evasion factor)
Steal Heart is affected only by Zodiac compatibility; for Steal Heart, skip directly to step 9 and substitute MA for Sp.

Charge

Well, this may just be the simplest skillset to calculate. Just take X (the relevant attack stat) and add the number you're charging it by. Charge+3 adds 3 to your X value. Simple, huh?
Just note: for bare fists, it only applies to the "unmodified" PA stat- the one not next to "*(BR/100)".
For Harps, Cloths, and Books, add K to PA AND MA.

Jump

The damage formula is [(PA*K)*WP].
K is 1.5 if wearing a spear, 1.0 otherwise.
The amount of time it takes to go off is this: [50/(Sp)]
As a note, even if the base damage is not "PA*WP", jump still does that.

Throw


The formula is (SP*WP)... but wait! WP is not the equipped weapon--- it is the THROWN weapon. So just change that to TWP like this: (SP*TWP) and there we have it!
3 simple ones in a row... maybe it'll keep up!! AEROSTAR'S QUOTE MAYHEM
MODIFIERS
THROW is a physical attack, but oddly enough it is not affected by Attack UP. Below is a summary of the different multipliers that may be applied to it.
The 'thrower' is the unit throwing the weapon, and the 'target' is the unit being attacked. Let 'Sp0' be the thrower's initial Speed, given on the status screen.
1. If target has Defense UP, then (Sp1 = [Sp0 * 2/3]), else Sp1 = Sp0
2. If target has Protect, then (Sp2 = [Sp1 * 2/3]), else Sp2 = Sp1
3. If target is Charging, then (Sp3 = [Sp2 * 3/2]), else Sp3 = Sp2
4. If target is Sleeping, then (Sp4 = [Sp3 * 3/2]), else Sp4 = Sp3
5. If target is a Frog and/or Chicken, then (Sp5 = [Sp4 * 3/2]), else Sp5 = Sp4
6. Apply zodiac multipliers:
If compatibility is 'Good', then (Sp6 = Sp5 + [(Sp5)/4]))
Else If compatibility is 'Bad', then (Sp6 = Sp5 - [(Sp5)/4])
Else If compatibility is 'Best', then (Sp6 = Sp5 + [(Sp5)/2])
Else If compatibility is 'Worst', then (Sp6 = Sp5 - [(Sp5)/2])
Else Sp6 = Sp5
7. Damage = Sp6 * (ThrownWpnPwr)
Evasion for THROW attacks works the same as it does for normal weapon attacks.


Draw Out

Move name.......Formula
Asura...........Damage = 8 * MA
Koutetsu........Damage = 12 * MA
Bizen Boat...MP Damage = 4 * MA
Murasame.......Healing = 12 * MA
Heaven's Cloud..Damage = 14 * MA
Muramasa........Damage = 18 * MA
Kikuichimoji....Damage = 16 * MA
Chirijiraden....Damage = 30 * MA

Note that Masamune has 100% hit rate and always the same effect. So no need to put it in here.

Talk Skill


Well, more %-based moves...
The success rate is (MA+K) where K depends on the move.
Move Name....................K-Value
Invitation...................20
Persuade,Death Sentence .....30
Preach,Praise................50
Threaten,Solution,Negotiate..90
Insult,Mimic Daravon.........40

Zodiac compatibility affects the final success rate, not the MA component. Talk Skill does not affect sleeping units.

Swordskills


There are three skillsets, all using the same formula.
Damage= PA*(WP+K)
And yes, another K-Value list...
Dark Sword .................0
Night Sword ................0
Stasis Sword ...............2
Crush Punch ................2
Split Punch ................3
Lightning Stab .............0
Holy Explosion .............0
All Mighty Swordskills .....0

Swordskills are the element of your sword (except Mighty Sword, which is neutral).

Elemental


Damage done is ([PA/2]+1)*MA
Elemental counts as a Magic move, so it is affected by shell, magic defend up, and the zodiac affects MA.
The chance of inflicting status is random, a 20% chance.

THAT'S ALL THE DAMAGE FORMULAE!


Now, do you feel smarter, understanding why moves do the damage they do? Well, there's more... miscellaneous stuff... yeah.

Miscellany


- When an enemy crystallizes, you know how you get to "pick" a move to learn? Actually, it's just letting you scroll through if the list is too long. You get all of the abilities it lists.
- Thunderstorms increase lightning damage by 1/4 and decrease fire damage by 1/4.
- Snowstorms increase ice damage by 1/4. This only occurs in a few story/sidequest battles. Namely, Ft. Zeakden and a couple of the Colliery sidequest battles.
- In the dark, evasion to arrows is increased by 1/3.
- Reaction abilities that trigger from a move have a % chance of occurring equal to your brave.
- Teleport penalizes you 10% for each square outside your base move range that you attempt. If you have four move and try to teleport six squares, you have a 80% chance of making it. The maximum you can accomplish with teleport is 9 outside your move range.
- Abandon and Weapon Guard act as support abilities, they do not "trigger" when hit. They are always active: Abandon doubling your evasion and Weapon Guard making W.EV active.
- Auto Potion uses your lowest level potion. In other words, if you have no potions, it uses a Hi-potion. If you have no potions or Hi-potions, it uses an X-potion.

That's the end of the damage formulae section of this site. Click here to go back.