Final Fantasy VI numerical Author: Terii Senshi Source: Network-day Magic Translator: woodd
one to introduce some of the instructions: [a.. b] - that between a and b (including a and b) a random integer; Note: Unless otherwise specified, all formulas in this division operations are integer division (rounded down).
Second,
true religion black, the basic calculation of 1, damage value Step 1: The maximum damage value. For Magic Attack: Damage = Magic Power * 4 + (level * magic * mana / 32); for physical attacks: one's own attack: Step 1a: physical strength * 2 = 2. If the physical 2> 255, then the physical 2 = 255; Step 1b: physical attack power = *** bat + 2 * 2; steps 1c: If the equipment, iron guard, then attack = attack + *** bat * 3 / 4; Step 1d: Damage = *** bat + ((Level * Level * Attack) / 256) * 3 / 2; Step 1e: If the attack is a normal physical attack and the player is equipped with Offering, then Damage = Damage / 2; step 1f : If the attack is an ordinary physical attack and the player is equipped with Genji Gloves (but only one weapon), then Damage = Damage * 3 / 4 (rounded down). Enemy attack: Step 1a: Damage = level * level * (* 4 + physical fighting) / 256 (Note: each monster's strength is [58 .. 65], when the fighting began a random decision); Step 2: equipment Atlas Armlet or Earring. Step 2a: If a physical attack and the attacker equipment Atlas Armlet or Hero Ring, then Damage = Damage * 5 / 4; Step 2b: If the equipment magic attack and the attacker an Earring or Hero Ring,
Green Bay Packers jersey Pie and the light touch of hurt feelings Dian, then Damage = Damage * 5 / 4; Step 2c: If the equipment magic attack and the attacker 2 Earring or Hero Ring, then Damage = Damage * 3 / 2; Step 3: attack multiple targets. If the target is a magic attack and more than one, then Damage = Damage / 2 (Note: for some magic want to skip this step); Step 4: the attacker's position. If a physical attack and the attacker in the back, the damage value = Damage / 2; Step 5: Damage correction. Step 5a: random differences. Damage = (Damage * [224 .. 255] / 256) +1; Step 5b: defense amendment. Damage = (Damage * (255 - Defense) / 256) + 1. (For the magic attack is replaced by magic defense); Step 5c: Safe / Shell. If the target state for use in the Shell magic attack, or in the Safe use of physical attacks on the target state, then Damage = (Damage * 170/256) + 1; Step 5d: target position. If a physical attack and the target is in the back, the damage value = Damage / 2; Step 5e: target transfiguration. If it is turned in a magic attack and the target state, then Damage = Damage / 2; Step 5f: self-mutilation. If the attacker and the target are one's own team, then Damage = Damage / 2; Step 5g: the attacker turned. If the attacker is turned state, Damage = Damage * 2; Step 5h: violent. If the attacker is in physical attacks and violent state, Damage = Damage * 3 / 2; Step 5i: a fatal blow. Normal physical attack with 1 / 32 chance of a fatal blow, this time Damage = Damage * 2; Step 6: attribute defense. If the target can absorb attacks on property, injury value of the same, but the effect be *** es replies attack targets HP; If the target is immune to the property, the damage value = 0; if the target can resist this property, the damage value = Damage / 2; fear that if the target property, Damage = Damage * 2;
2, hit rate as long as the experience can not hit or hit 100% the case, skip this step after all the steps. Step 1: If a physical attack and the target are not visible, you can not hit; magic attack and the target if it is in the If the target has the ability to prevent that attack dead and that death attack is not effective, then this attack can not hit; Step 3: Do not avoid the attack. If you are using magic can not be avoided, the 100% hit; Step 4: Normal attacks hit rate (for , petrochemical, frozen or stopped state, the 100% hit; Step 4b: If you use force hit weapons (Illumina), then 100% hit; Step 4c: If a physical attack and the target with 1 / 4 chance to lift Step 4d: 1 hit rate, hit value = (255 - Magic avoid * 2) + 1; 2, if the hit value> 255, then hit the value = 255; if hit value = [0 .. 99], is hit, or miss. Step 5: For the (Calculated in step 4 with the majority of attacks, only Break, Doom, Demi, Quartr, X-zone, W wind, Shoat, Odin, Raiden, Antlion, Snare, X-fer and Grav Bomb calculated using the procedure.) Step 5a: 1 hit rate, hit value = (255 - Magic avoid * 2) + 1; 2, if the hit value> 255, then hit the value = 255; if hit value = [0 .. 99], then hit. Step 5b: Endurance is to avoid work. If the goal of endurance> [0 .. 127], it will not hit (regardless of the out *** e of step 5a), otherwise hit.
3, Yudi game has a random walk and grow with the counter, every step begins with 0 ~ 255 generates a random number, if the number is less than (counter / 256) occurred the fighting. Counter to zero after the fighting took place. If the first team players equipment Charm Bangle, the counter increments the value by half. Increase in different terrain counter value is as follows: Value cave terrain Desert 192 96 112 Forest Lawn 192 snow mountain 112 112 112 cities and towns
4, when the average grade to join the ranks of a role for the first time (the balance of the collapse of the world or the world), their current team by the level of the average level of all members of the decision. Role is also affected by the level of the game in a number of other factors. The beginning of the game, Tina level is fixed at 3. Level = new roles for all team members of the current average level (rounded down). For the role of the collapse of the world to re-join the new class will not fall below its original level. For the first time the role will be based on the average,
true religion on sale, an additional level of a certain level. Additional level of different roles are as follows: Tina: +0 Locke: +2 plus Source: +2 Shadow tolerance: +0 Edgar: +2 Matthew (Sabine): +2 Shali Si: +0 Sri Lanka Tragg: +2 Limu: +0 Xijie Ya: +0 Mog: +5 Ga: +2 Gogo: +2 Ice Man: +0 Bannon: -3 Roe: +5
5, super nirvana in the role of HP's HP is less than the maximum 1 / 8 the case of normal attack *** mand, there will be 1 / 16 chance of the super-nirvana. Here is the role of each super-nirvana: Locke: mirager Tina: riot blade Shali Si: spin edge Edgar: royal shock Matthew: tiger break plus sources: back blade Mog: moogle rush Manchester Rugby : sabre soul Limu: star prism video forbearance: shadow fang Xi Jieya: red cardGogo: x-meteor
three arms 1, Atma Weapon - The Damage calculation and ordinary weapons similar, but slightly different. After step 1, it still hurt the value of the correction as follows: Damage = Damage * Level / 64; Damage = Damage * (current HP/256 +1) / (maximum HP/256 +1). The defense weapon is ignored (skipped damage value calculation step 5b, 5c, 5d and 5e); 2, Assassin - if the target is Undead, it will be killed immediately after the resurrection; If not, then there 1 / 4 of the kill probability. Endurance work to avoid it (see hit rate calculation step 5b); 3, Dice - Damage dice = dice 1 * 2 * 2 * rating. Skip all physical damage value calculation step, the defense ignored, so skip the steps hurt the value of 5b, 5c, 5d, 5e. Dice on the odds of each digit is not the same, 1,2,3,
louis vuitton Winners Express ( November 3 ) technology shares passion !,4 were 18.75%, 5 and 6 to 12.5%; 4, Drainer - reply attacker's HP, the value is equal to the damage on the enemy. Damage caused by the attacker does not exceed the maximum difference between HP and current HP. If the target is Undead, the return target's HP, while the attacker to cause harm; 5, Fixed Dice - Damage dice = dice 1 * 2 * 3 * level * 2 dice. If three dice of the same value, then Damage = Damage * dice values. Skip all physical attack damage value calculation step. Since ignoring the defense, so skip the steps in calculating the value of damage 5b, 5c, 5d, 5e. Dice on the odds of each digit is not the same, 1,2,3,4 were 18.75%, 5 and 6 to 12.5%; 6, Hawk Eye - rear attack damage value unchanged (skip Damage calculated in step 4). 50% chance of emergence of additional effects. If the target is in a floating state, the Damage = Damage * 3 (damage value in step 5i and 6). If the target is not in a floating state, the Damage = Damage * 1.5; 7, Heal Rod - reply to HP. Not MP is consumed [12 .. 19]. If the attacker's lack of MP is not consumed MP, attack at this time is still *** mon (but still 1 / 32 chance of the super-nirvana). 100% hit (see hit rate calculation step 4b); 9, Man Eater - if the target is human, then Damage = Damage * 2 (Damage calculation in step 5i and 6); 10, Ogre Nix - Consumption MP resorted to super-nirvana. MP is consumed [12 .. 19]. If the attacker's lack of MP is not consumed MP, attack at this time is still *** mon (but still 1 / 32 chance of the super-nirvana). Each strike has a chance of damage, by the following factors: If [0 .. (HP last digit + 1)] = 0, then the weapon damage; 11, Punisher - consumes MP resorted to ultra-kill technology. MP is consumed [12 .. 19]. If the attacker's lack of MP is not consumed MP, attack at this time is still *** mon (but still 1 / 32 chance of the super-nirvana); 12, Ragnarok - consumes MP resorted to super-nirvana. MP is consumed [12 .. 19]. If the attacker's lack of MP is not consumed MP, attack at this time is still *** mon (but still 1 / 32 chance of the super-nirvana); 13, Rune Edge - consumes MP resorted to super-nirvana. MP is consumed [12 .. 19]. If the attacker's lack of MP is not consumed MP, attack at this time is still *** mon (but still 1 / 32 chance of the super-nirvana); 14, Scimitar - 25% chance the target is dead. Endurance to avoid sound (see hit rate calculation step 5b); 15, Sniper - back row attack the same (see Damage calculation step 4). 50% chance of emergence of additional effects. If the target is in a floating state, the Damage = Damage * 3 (damage value in step 5i and 6). If the target is not in a floating state, the Damage = Damage * 1.5; 16, Soul Sabre - to reduce the target of MP, while the user's response HP, the two values are equal. MP to reduce the value of the other users does not exceed the maximum difference between HP and current HP. If the target is Undead, the return target's HP, while the attacker to cause harm; 17, Striker - if the target is Undead, it will be killed immediately after the resurrection; if not, there are 1 / 4 the kill probability. Endurance work to avoid it (see hit rate calculation step 5b); 18, Thief Knife - physical attack, while in 50% of the theft of the probability of success; 19, Trump - if the target is Undead, it will killed immediately after the resurrection; If not, then 1 / 4 of the kill probability. Endurance work to avoid it (see hit rate calculation step 5b); 20, Valiant Knife - Damage calculation method and its ordinary weapons similar, but slightly different. After step 1, it still hurt the value of the correction as follows: Damage = Damage + (the current maximum HP-HP). The defense weapon is ignored (skipped damage value calculation step 5b, 5c, 5d and 5e); 21, Wing Edge - If the target is Undead, it will be killed immediately after the resurrection; If not, then the 1 / 4 of the kill probability. Endurance work to avoid it (see hit rate calculation step 5b);
four, Armor 1, Beret - improve equipment imposed Only after 256 battles to lift the curse, end of *** bat equipment, players must live in the shield. Equipment in the Gogo body invalid; 4, Force Shield - given equipment by
five jewelry 1, Atlas Armlet - see Damage calculation of step 2; 2, Charm Bangle - Yudi rate reduced by 25%, see random Yudi (2.3). 3, Cure Ring - HP response (maximum) = (HP limit * stamina / 1024) + 2 (if the value is greater than 255 places 255 dollars, Regen magic calculations with the same) 4, Cursed Ring - wear declaration of death were imposed by the state, can not be removed. 5, Dragon Horn - after falling from the sky, 75% chance of implementation of the two-fold attack; 18.75% chance of implementing the three-fold attack; 6.25% four times the chance of implementation attacks; 6, Earrings - see Damage calculation of step 2 ; 7, Genji Glove - allowing both hands weaponry. Equipped with a weapon only when damage is usually 75%, when equipped with two weapons attack and usually the same; 8, Hero Ring - see Damage calculation of step 2; 9, Hyper Wrist - 50% increase in strength. Note: The value calculated by the physical damage we can see step 1, raised to more than 128 physical strength is of no use; 10, Marvel Shoes - given equipment by - so that equipment can attack four times, each time halving the value of attack damage (see Damage calculation step 1e), no can not avoid (see hit rate calculation step 3), additional weapons, magic is invalid (such as flame sabre, illumina,
true religion joey jeans September 2011, Guangzhou, China agricultural business,, etc.); 12, Relic Ring - the equipment were in a . Does not affect the probability to obtain rare props (see 5.3); 15, Sniper sight - can not avoid the attack (see hit rate calculation step 3); 16, Tintinabar - HP every step of the amount of = class * Stamina response / 128 ;
six, instruction 1, GP rain - the number of money consumed = level * 30, if the money shortage, the remaining money will be exhausted. Damage = throwing money * 2 / number of enemies; the enemy can be defeated using the money they earned a number equal to the number of money; 2, throwing - calculated with normal physical attacks, but the following exceptions: After step 1 After Damage = Damage * 2; defense ignoring (skipping steps damage value 5b, 5c, 5d and 5e); back injury value unchanged (skip steps 4 and hurt the value 5d); can not avoid (see step 3 hit rate); formula by throwing in a fighting weapon for the attack. In addition to element properties, the weapons and other special effects are all null and void; 3, theft - to determine the following order: a, if not an enemy who is stealing props fail; b, theft value = Character Level +50- enemy level; c If the theft value [0 .. 255], then painted success, otherwise fail. In the case of equipment beret, if (players level * 256) / (target level * 170/256)> [0 .. 255], then painted success, otherwise fail. Note: Some monsters can not be painted. If the enemy is successfully painted, there are two possible attacks. 1 of attacks 75% chance, 25% of the first two kinds of probability; 5, control - if (players level * 256) / target level> [0 .. 255], the control success, otherwise fail. In the case of equipment coronet, if (players level * 256) / (target level * 170/256)> [0 .. 255], the control success, otherwise fail. If the enemy is Note: Some monsters can not be controlled. When the enemy is, after controlling for each turn of Limu action has four *** mand option. Each monster has their own list of instructions. By physical attack, the monster will no longer be controlled.
seven Huanshou 1, Earth Wall (Golem) - can withstand physical attack damage (all). Can withstand the damage is equal to the sum of users use the HP. Against damage when its value reaches the value when the effect disappears. 2, Metamorph (Ragnarok) - Each enemy has a parameter to determine their degree of difficulty by changing the range between 0 and 7. The probability that different figures are as follows: 0: 100% 1: 75% 2: 50% 3: 25% 4: 12.5% 5: 6.25% 6: 3.125% 7: 0% can be changed each monster props into four , each time randomly get one of them, the probability is 25%.
eight, when the enemy blue magic blue magic use in battle, the Manchester Rugby team to learn to be in the green magic (Gogo can not learn blue magic). When the Manchester Rugby is Institute of Green Magic. If at the end of the fighting over the state did not affect the green magic of learning (1, Dischord - half the target level (rounded up); 2, Exploder - the user cost of the lives of their own damage on the enemy, damage is equal to the user's current HP, 3, Lv4 Flare - to the rank of multiples of 4 enemy facilities flare magic. Ignore the hit rate of step 1 Will hit the target, whether the lifting of the Ignore the hit rate of step 1 Will hit the target, whether the lifting of the Ignore the hit rate of step 1 Will hit the target, whether the lifting of the Ignore the hit rate of step 1 Will hit the target, whether the lifting of the disappeared, HP and MP to 0, while lifting 9, Reflect ???-- if the target is 10, Revenge - Damage equal to user's maximum HP and current HP difference; 11,
nfl custom Shame thieves, Step Mine - Damage is equal to the number of walking steps / 32, the MP consumption is equal to game time / 30; 12, Stone - The use of by the same level with the target, the damage value = value * 7.5 damage (damage value in the steps between 5i and 6);
nine, boxing 1, Mantra - reply to other members of the HP, its value is equal to the user's current HP / target number, and lift the ; 2, Spiraler - reply to other members of the HP,
true religion cargo shorts, the user away from the battlefield, HP and MP to 0, and lift the declared, 3, Suplex - the only remaining enemy battlefield double damage. Ignore defense (skip step 5b, 5c, 5d and 5e); can not avoid (see hit rate calculation step 3); for some of the enemy is invalid;