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2019-10-29更新
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更新日期:2019-10-29
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伤害公式
物理伤害
武器种类 | 范围 |
---|---|
无 | 100% |
短剑 | 95% - 105% |
剑 | 90% - 110% |
大剑 | 85% - 115% |
刀 | 90% - 110% |
手杖 | 95% - 105% |
魔棒 | 95% - 105% |
弓 | 85% - 115% |
斧 | 70% - 130% |
锤 | 80% - 120% |
长枪 | 85% - 115% |
乐器 | 90% - 110% |
鞭 | 90% - 110% |
投掷 | 90% - 110% |
火枪 | 95% - 105% |
权杖 | 95% - 105% |
拳套 | 100% |
物理伤害公式:
(Unit ATK2 / Enemy DEF) * Physical Killer Effects * Elemental Weakness/Resistance * Skill Modifier * Level Correction * Weapon Variance * Final Variance
- Unit ATK is calculated after buffs, see above.
- Enemy DEF is calculated after a debuff and ignore defense skill - Enemy Base DEF * (100% - Break %) * (100% - Ignore Defense %)
- Killer effects (e.g. Dragon Killer) come from abilities and are stackable up to a maximum of 300%.
- Killer effects are halved when the enemy has two races (increase 25% damage instead of 50%)
- Skill modifier varies per ability, with a normal attack calculated as 1.
- Level correction is calculated with 1 + (Unit Level / 100)
- Critical increases damage by 50%.
- Attacking player's unit reduces your damage to one tenth
- In arena, your damage is capped to 999 per action, before chain
Note: The weakness text display only appears if you have 50% or more damage increased due to elements or killer abilities
Once you get a base damage, a random whole % is picked within a range based on their weapon type. Typical weapons share the same range that is common to nearly all weapons of the same type as shown in the table to the right and which always averages to 100%. An example of an atypical weapon is Fixed Dice which has a range that averages well above 100%. Once the range is chosen, the damage is once again multiplied by a random whole % that is picked between 85% and 100%.
魔法伤害
魔法伤害公式:
(Unit MAG2 / Enemy SPR) * Magical Killer Effects * Skill Modifier * Level Correction
- Unit MAG is calculated after buffs, see above.
- Magic Damage is calculated using your total MAG when dual-wielding.
- Enemy SPR is calculated after a debuff and ignore spirit skill/spell - Enemy Base SPR * Break * Ignore SPR
- Skill modifier varies per skill/spell.
- Level correction is calculated with 1 + (Unit Level / 100)
- Attacking player's unit reduces your damage to one tenth
- In arena, your damage is capped to 999 per action, before chain
Once you get a base damage, a random number is picked within 85% and 100%.
综合伤害
综合伤害公式:
Physical Damage: (Unit ATK2 / Enemy DEF) * Physical Killer Effects * Skill Modifier * Level Correction
Magic Damage: (Unit MAG2 / Enemy SPR) * Physical Killer Effects * Skill Modifier * Level Correction
Hybrid Damage: (Physical Damage + Magic Damage) / 2
- Unit MAG and ATK are calculated after buffs, see above.
- Magic Damage is calculated using your total MAG when dual-wielding.
- Enemy SPR and DEF are calculated after a debuff and ignore spirit/defense skill
- Enemy Base SPR * Break * Ignore SPR and Enemy Base DEF * Break * Ignore Defense
- Physical killer effects will work on the magic damage portion, but not magical killer effects.
- Skill modifier varies per ability.
- Level correction is calculated with 1 + (Unit Level / 100)
- Attacking player's unit reduces your damage to one tenth
- In arena, your damage is capped to 999 per action, before chain
A simple but accurate way of thinking about Hybrid damage is that you're attacking with half of the skill modifier as physical damage and the other half modifier as magic damage.
Hybrid damage skills generally require a higher skill modifier to deal comparable damage to a non-hybrid skill. If your opponent has equal DEF/SPR (including buffs/debuffs), then ATK and MAG will be equally valuable to your hybrid damage. However, if your opponent has significantly different DEF/SPR, then the relative value of ATK vs MAG is weighted accordingly (inversely proportional).
物理攻击带魔法伤害
- 属于物理攻击,但是伤害计算是看 魔力物理攻击带有魔法伤害。支持双刀流, 种族杀手, 武器元素属性, 伤害看魔力.
- 包含以下特性
- 支援双刀流
- 支援物理性的种族杀手
- 支持武器元素属性
- 伤害由魔力决定
- 仅适用物理性的种族杀手,EX:Dragon Killer,而魔法种族杀手无法作用,EX:龙剑士。
- 武器附加效果无效,EX:Razzmatazz的睡眠、石化效果无法作用。
- 无法对物理免疫的魔物造成伤害,EX:奸邪凶恶的红月
魔法攻击带物理伤害
- 属于魔法攻击,但是伤害计算是看 攻击力魔法攻击带物理伤害。支持魔法种族杀手, 不支持双刀流, 不支持武器元素属性, 伤害看攻击力.
- 包含以下特性
- 不支援双刀流
- 不支持武器元素属性
- 支援魔法性的种族杀手
- 伤害由攻击力决定
- 仅适用魔法性的种族杀手,EX:龙剑士。
- 武器附加效果无效,EX:Razzmatazz的睡眠、石化效果无法作用。
- 可以对物理免疫的魔物造成伤害,EX:奸邪凶恶的红月
Unmitigated Damage
- Partial unmitigated damage is referred to as "Ignore DEF" or "Ignore SPR" on this wiki
- Each damage formula above already took ignore DEF/SPR into account
- Unmitigated damage increases your ability damage by static percentage. It is not better on enemy with high DEF/SPR or less effective against a low DEF/SPR.
- You may calculate the amount of damage increased with 1 / (1 - Ignore DEF/SPR)
- Ignore 25% DEF/SPR will increase your damage by 1.33x
- Ignore 50% DEF/SPR will increase your damage by 2x
- Ignore 100% DEF/SPR or higher cannot exist as it'll deal infinite damage
- Unmitigated damage also has some minor mechanical differences. It can't be reflected nor can it be stopped by cover effects.
防御
- All damage reduction by 50%
- The skill 防护 reduces only physical damage by the same amount and yet requires MP, for an unknown reason.
属性耐性
A unit or enemy elemental resistance increases or decreases the damage received by attacks of that element.
An attack can be infused with elements from the ability and the equipped weapon(s) only if it deals physical damage. Magic damage take element from the ability only. 双刀流 will add both weapons element on all of its attack.
If you have multiple elements infused to your attack, their resistance will be averaged. For example:
- Dual wielding fire and ice weapons, while using a lightning physical damage ability
- Enemy has +50% fire resist, +50% ice resist, and +100% lightning resist
- Effective resistance for that attack would be (50% + 50% + 100%) / 3 = 66.66%
The damage formula for elemental resistance:
Damage = Initial Damage * (1 - Elemental Resistance) | Min: 0
- The Initial Damage is the value after the physical, magic or hybrid calculation, see above.
- Having an elemental resistance over 100% provides no extra benefit damage-wise, but it provides buffer against enemy resistance debuff.
攻击类型
攻击主要分为4大类:物理、魔法、综合和固定。
All magic spells (black or white) do magic damage, modified by magic killer effects, and are affected by matching type of 连续咏唱. Exception to this would be 奥利芙's Mortar Beacon: A black magic dealing physical damage.
Abilities, however, are more complicated, and can cause certain damage to be calculated differently. Just as damage is divided into 4 types, abilities are also divided into the exact same types. For most of them, ability and damage type matches. There are some instances of ability and damage type being different, and does not conform to the usual damage calculation described above.
Let's take a look at how each one of these affect damage mechanics and calculation:
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伤害类型 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
物理 | 魔法 | 综合 | 固定 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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以下是混合型能力的例子:
名称 | 攻击类型 | 伤害类型 |
---|---|---|
强光照射器 | 物理 | 魔法 |
顺移卡片 | 物理 | 魔法 |
Dagger Boomerang | 物理 | 魔法 |
Dice | 物理 | 固定 |
Double Dice | 物理 | 固定 |
刀魂放气‧武术幻刀 | 综合 | 物理 魔法 |
夺取 | 固定 | 物理 |
盗取硬币 | 固定 | 物理 |
Waylay | 固定 | 物理 |
神圣之歌 | 固定 | 魔法 |
Offensive items | 魔法 | 固定 |
Which type is affected by enemy's physical/magic counter is still unknown. There are also limit bursts with mixed types similar to abilities, with the big difference of dual wield not affecting it. The example listed above does not currently list limit bursts and enemies' abilities.
治愈
治疗
治疗公式:
Skill Base Healing + (0.5 * Unit SPR + 0.1 * Unit MAG) * (Skill Modifier)
- Unit SPR & MAG are calculated after buffs, see above.
- All healing done will be randomized within a range of 85 - 100%
能力名称 | Base healing | Skill modifier |
---|---|---|
疗伤 | 150 | 3x |
中疗伤 | 400 | 3x |
齐疗伤 | 800 | 3.4x |
超疗伤 | 1000 | 3.4x |
Over Turns
Healing skills over turns are calculated just like normal healing, but the amount is divided by the amount of turn duration. They proc after your turn ends, but before your opponent takes action.
Note: Luka's Regenerate and Noctis Cover do stack.
Combo
Multiple Hits
There are two kind of multiple hits: Number of actions and animation.
Generally, the majority of abilities are single action, but there are several abilities which deals multiple action, indicated by your unit casting them multiple times. This kind of abilities are described on this wiki by the number of actions. For example, Barrage description states "Physical damage combo (4 times, 0.8x each, 3.2x total) to random enemies." In arena, each action caps at 999 damage, before chain. Status ailments can also proc from each action.
Dual Wield doubles the amount of action of any physical ability. Note that variable action abilities such as Gamble Attack are simply doubled, i.e. both weapons will hit the same number of times (as opposed to being rolled separately).
Animation can either be unique or taken from caster's attack animation, depending on the ability. This will determine the amount of multiple hits the ability will perform.
Weaving high amount of hits to different units, multiplied by Dual Wield, is important to be able to create a high chain. See the list of animation type, number of hits, and frame data on the main article page: Multiple Hits.
连锁 (Chain)
当两只兵员在足够短的间格击中敌人时会产生连锁。攻击次数越多可以产生越长得连锁。连锁的效果产生在第二下开始,当同一只兵员连续击中敌人两次会中断连锁。
根据连锁的长度,会增加下一连锁得伤害。其公式为:
Chain Modifier = 1 + (Chain Length * Chain Type Mod) | Max: 4x
总共有三种类连锁:一般 (Normal)、元素 (Element)、火花 (Spark)。
类型 | 描述 | Modifier | Chain Cap |
---|---|---|---|
一般 (Normal) | 连续得击中敌人 | 0.1x | 30 |
元素 (Element) | 使用相同属性连续得击中敌人 | 0.3x | 10 |
火花 (Spark) | 几乎同时击中敌人 | 0.5x | 6 |
状态效果
Boosts
The formula for calculating a unit's stats with buffs:
(Unit Base Stats * Buffs) + Equipment Stats
Any stats buffs are applied to unit's base stats excluding equipment. The exception to this is the Doublehand ability which grants ATK +50% to equipment. Stats enhancing pots adds to the base stats, and are affected by buffs.
Active buffs and debuffs of the same type don't stack. They will be overwritten by the stronger one. Power Break ATK -15% will not stack with Full Break ATK/DEF/MAG/SPR -30% but will work together with Armor Break DEF -15%. If your unit has an auto-buff ability they will also be temporarily overwritten by the same but stronger buff.
Passive buffs do stack additively. Two of ATK +10% will give you ATK +20%, up to a hard cap of +300%. This cap only counts toward passive buffs, and can still be increased further with an active buff.
状态异常
- 主条目:异常状态
- 状态异常共分为八种:
状态异常 | 效果 | 持续时间 | 战斗后常驻 |
---|---|---|---|
中毒 | 目标会在每回合失去一些HP(最多10%) | 魔物持续3回合 兵员常驻 |
常驻 |
失明 | 减低目标视力而导至攻击失误(Miss) | 魔物持续3回合 兵员常驻 |
常驻 |
睡眠 | 目标会暂时无法活动,遭受物理攻击时会恢复 | 魔物/兵员持续3回合 | 不会 |
沉默 | 目标会无法使用魔法 | 魔物持续3回合 兵员常驻 |
常驻 |
麻痹 | 目标会无法动弹 | 持续3回合或结束回合前 | 不会 |
混乱 | 目标会无法行动,且无法区分敌我任意攻击 遭受物理攻击时会恢复 |
持续直到受到物理攻击 | 不会 |
生病 | 减低目标10%的基本数值,并无法进行恢复HP、MP | 魔物持续3回合 兵员常驻 |
常驻 |
石化 | 目标会无法行动,全体石化时代表战斗失败 | 兵员常驻 | 常驻 |
Enfeeblements
Additionally, there are some effects that are not covered in normal resistance table. They are counted as enfeeblements and not status ailments but monsters do have resistance for them:
- Charm - ?
- 即死 - Instant KO
- 重力 - Reduces HP by fixed percentage
- Stop - Renders the target incapable of taking any action or evading attack.
- Break - Stats decrease
其他
持续伤害增加
反击
- Refers to abilities that are triggered by sustaining physical damage.
- The 反击 skills can stack if coming from different sources, though that only increases the likelihood of a counter, not the quantity.
- Abilities that buff user's next normal attack (like Store) are consumed during a counter.
- You may counter up to a single time per single attack your character sustains.
- If you evade an attack, it still counts as sustaining it for the purposes of counter.
袒护
- Cover-type abilities do not stack, only the strongest one is active.
- Will only work against physical damage.
- Can only trigger once per enemy turn.
- Since this ability triggers during enemy turn, actions taken during your turn do not impact the chance of triggering.
- When more than 1 unit are attacked at the same time, the chance to protect party member is based on the order of the party, with left/top-most unit having the highest chance.
回避
- Referred to as "Chance of evading/dodging physical damage" in the game.
- This stat gives a unit a percentage-based chance to completely negate incoming damage.
- It is possible to reach 100% for physical evasion.
- Physical evasion works against physical and hybrid abilities, whereas magic evasion works only against magic abilities.
- Dodge - A list of units and abilities that utilize this mechanic.
- A unit cannot evade when they have been inflicted with Paralysis, Sleep, Stop, or Charm.
Enemy targeting
- Abilities which modifies chances of being targeted can be stacked additively, but fade over the battle duration. After ~7 turns, no effect seems to be noticeable.
- Evidence still needed to prove this mechanic functions as described above.
跳跃攻击
- A unit using these abilities will temporarily disappear from combat. They cannot be targeted or attacked, and will not be affected by any party buffs not applied prior to jumping.
- After the listed number of turns, at the beginning of the player's turn, the unit will land and deal damage to the target. The unit is unavailable for further actions on that turn.
- When using Dual Wield, both damage will be performed when they land.
- If multiple units are landing, they land in quick succession. If the target is dead, a new target is chosen if available, or else no damage is dealt.
- Damage from jumps is calculated using any buffs/debuffs still persisting by the end of the jump.
- Because of a bug, killer effects, elemental weaknesses/resistances, and physical resistance are not applied to the damage.
- If the round is won before the jump finishes, the jump is canceled and the unit is back on the ground for the next round.
- Jump skills are permanently banned from the arena.
Killing blow mission
- The said source of damage (esper, magic, ability) must either deal damage causing the target to go to 0 HP, or deal overkill damage after the target is dead.
- If the target is the last target in the round (e.g. a single boss), any skill or spell must be selected before the target goes to 0 HP, or else only normal attacks are available. You can still tap to activate as long as the target is still taking damage.
- Espers are particularly finicky, as the animation must play before the target goes to 0 HP, or else the summoning is cancelled and no extra damage is dealt.
攻击时回复MP
- The effect of MP recovery from this ability is considered "damage", even though it deals none.
- MP recovered is affected by caster's own resistance, both elemental and racial.
- Elemental resistance buff will give you less MP recovered if the caster is equipping a weapon of the same element.
- Man-Eater will give you 50% more MP recovered if the caster is a Human.
反射
盗取
- Some abilities allow you to procure additional items while battling a monster.
- Each monster can only be stolen from once, max. If the steal fails, you can try again.
- The steal success rate is independent of any damage the ability might also deal at the same time. For example, a Mug that misses can still successfully steal, while a blinded unit will not face any penalty to their steal chance.
- Steal Gil will gather extra gil when you steal. The gil-steal chance is independent of the item-steal chance - you can fail to steal and item and still get extra gil. You can only successfully steal gil from a monster once.
- Bandit doubles all steal chances.
- Waylay and Mug won't attack twice with Dual Wield.
集气
- 例子:凝气、地狱怒气、Dark Charge
- Abilities that increase the damage of your next attack.
- Will work for normal attacks only.
Unstackable Materia
- Only one copy of each unstackable materia can be equipped at a given time. The ability selection screen will grey out other copies if one is already equipped.
- However, this only applies to the materia itself. Identical effects/passives granted by other sources do stack. A good example is Sparky (weapon), Heavy Arms Proficiency (trait), and Doublehand (unstackable materia), all of which grants Doublehand effect which stacks together.
名称 | 效果 |
---|---|
Dark Bond | Increase MAG (30%) when equipped with a rod Increase MAG (20%) when equipped with a robe |
Dark Knight's Soul | Increase ATK (30%) when equipped with a sword Increase ATK (20%) when equipped with a heavy armor |
Large Sword Mastery | Increase ATK (50%) when equipped with a great sword |
Blade Mastery | Increase ATK (50%) when equipped with a katana |
Doublehand | Increase equipment ATK (50%) when single wielding |
Syldra's Protection | Increase physical damage against aquatic and dragon monsters (50%) |
Man-Eater | Increase physical damage against humans (50%) |
Undead Killer | Increase physical damage against undeads (50%) |
Bird Killer | Increase physical damage against birds (50%) |
Dragon Killer | Increase physical damage against dragons (50%) |
Stone Killer | Increase physical damage against stone monsters (50%) |
Machine Killer | Increase physical damage against mechanical monsters (50%) |
Aquan Killer | Increase physical damage against aquatic monsters (50%) |
Bug Killer | Increase physical damage against insects (50%) |
Spirit Slayer | Increase physical damage against fairy monsters (50%) |
Plant Killer | Increase physical damage against plants (50%) |
Unknown mechanics
These abilities contain parameters with unknown effects:
Bugs
- 妖术强袭 likely has 90% petrify chance, but the parameter is mistakenly put in the wrong order.