SAGA FRONTIER DATA/MECHANICS GUIDE By Zaraktheus If you like this guide, please click "Yes" in the middle of the bar above to recommend it to others! I can put the information out there, but if people don't know about it or where to find it, it won't do them any good. That's where I need your help! Thanks for your support, Zaraktheus SPOILER WARNING! To the extent that SaGa Frontier has anything to spoil, this guide probably spoils it. The purpose of this guide is to explain as much as possible about the game, and concealing any information would run counter to that purpose. Personally, I would advise you to read this guide sooner rather than later, because not understanding how to play the game successfully is probably more likely to spoil your experience than is advance knowledge of the game's minimal plot. However, if you are really concerned about plot spoilers, you may not want to read this guide yet. *********************** * Table of Contents * [TOCON01] *********************** Table of Contents.....................................................[TOCON01] Intro.................................................................[INTRO01] How to Use this Guide.................................................[HOWTO01] The SF Data Project...................................................[SFDAP01] Abbreviations.........................................................[ABBRV01] Definitions...........................................................[DEFIN01] PC Initial Data.......................................................[INITD01] --Humans..............................................................[INITD02] --Mystics.............................................................[INITD03] --Mecs................................................................[INITD04] --Monsters............................................................[INITD05] Avoiding Attacks......................................................[AVOID01] --Ability Elements & Evasion Data Chart...............................[AVOID02] --Attribute Immunities................................................[AVOID03] --Evasions Summary....................................................[AVOID04] --Dodge Abilities.....................................................[AVOID05] --Miss................................................................[AVOID06] Martial Arts Counterattacks...........................................[MACTR01] Effect Processes......................................................[EFPRO-1] --Explanations of Common Variables....................................[EFPRO-2] --EP 02 (Unarmed).....................................................[EFPRO02] --EP 03 (Throw).......................................................[EFPRO03] --EP 04 (Energy/Magical)..............................................[EFPRO04] --EP 12 (Breath)......................................................[EFPRO12] --EP 17 (Anti-Undead Energy)..........................................[EFPRO17] --EP 1c (Anti-Mec Energy).............................................[EFPRO1c] --EP 20 (PhantasmShot)................................................[EFPRO20] --EP 3f (Unarmed; can't Miss).........................................[EFPRO3f] AoE / Linked Abilities................................................[AOELA01] --Abilities that use AoE / Linked Abilities Chart.....................[AOELA02] Combo Mechanics.......................................................[COMBO01] --Combo Data Chart....................................................[COMBO02] --Self-Comboers List..................................................[COMBO03] --Interchangeable Comboers Lists......................................[COMBO04] --Effects of Comboing.................................................[COMBO05] --Virgil..............................................................[COMBO06] Sparking..............................................................[SPARK01] --Spark Trees.........................................................[SPARK02] ----Spark Trees To List...............................................[SPARK03] ----Spark Trees From List.............................................[SPARK04] --Spark Talent........................................................[SPARK05] ----Spark Talent Chart................................................[SPARK06] --Enemy Spark Value...................................................[SPARK07] ----Enemy Spark Values Chart, complete................................[SPARK08] ----Enemy Spark Values Chart, Main only...............................[SPARK09] --Explanation.........................................................[SPARK10] --Formula.............................................................[SPARK11] --Observations........................................................[SPARK12] Personal Spark Trees..................................................[PSPTR01] Dodge Ability Sparking................................................[DSPRK01] --Dodge Ability Spark Trees...........................................[DSPRK02] --Formula.............................................................[DSPRK03] --Observations........................................................[DSPRK04] Gun Ability Learning..................................................[GULRN01] --Gun Ability Difficulty..............................................[GULRN02] --Gun & Magic Talent (excluding Mystics)..............................[GULRN03] --Explanation.........................................................[GULRN04] --Formula.............................................................[GULRN05] --Observations........................................................[GULRN06] Magic Learning........................................................[MALRN01] --Magic Spell Difficulties............................................[MALRN02] --Gun & Magic Talent..................................................[MALRN03] --Explanation.........................................................[MALRN04] --Formula.............................................................[MALRN05] --Observations........................................................[MALRN06] Human and Mystic After-Battle Stat Growth.............................[HMABG01] --Enemy Stat-Up Value.................................................[HMABG02] ----Enemy Stat-Up Values Chart, complete..............................[HMABG03] ----Enemy Stat-Up Values Chart, Main only.............................[HMABG04] --PC Stat Growth Bonuses..............................................[HMABG05] --Action Growth Factors...............................................[HMABG06] --Inevitability.......................................................[HMABG07] --Difficulty->Chance Table 3..........................................[HMABG08] --STR--CHA Growth.....................................................[HMABG09] ----Explanation.......................................................[HMABG10] ----Formula...........................................................[HMABG11] ----Observations......................................................[HMABG12] --The HugeSlime Method................................................[HMABG13] --HP Growth...........................................................[HMABG14] ----Explanation.......................................................[HMABG15] ----Formula...........................................................[HMABG16] ----Observations......................................................[HMABG17] --WP Growth...........................................................[HMABG18] ----Formula...........................................................[HMABG19] ----Observations......................................................[HMABG20] --JP Growth...........................................................[HMABG21] ----Formula...........................................................[HMABG22] ----Observations......................................................[HMABG23] Mystic Weapon Development.............................................[MYSWD01] Mec Program Acquisition...............................................[MECPA01] --Program Downloading.................................................[MECPA02] --Program Self-Development............................................[MECPA03] ----Programs each Body TYPE can Self-Develop..........................[MECPA04] ----Best Body TYPE to Self-Develop each Program.......................[MECPA05] ----Formula and Observations..........................................[MECPA06] Monster PC Ability Absorption.........................................[MONAA01] Monster PC Prime HP...................................................[MOPHP01] --Monster PC Prime HP Data Chart......................................[MOPHP02] --Monster PC Ability Checklists.......................................[MOPHP03] Monster PC Transformation.............................................[MTRAN01] --Transformations Table 1.............................................[MTRAN02] --Transformations Table 2.............................................[MTRAN03] --Monster Ability Categories..........................................[MTRAN04] --Explanation.........................................................[MTRAN05] --Stability...........................................................[MTRAN06] --Example Form Setups.................................................[MTRAN07] Item Drop Rate........................................................[IDROP01] Ability Analysis......................................................[ABLAN01] Item Data.............................................................[ITEMD01] --Item Human/Mystic/Monster Stat Boosts Chart.........................[ITEMD02] --Item Mec Stat Boosts Chart..........................................[ITEMD03] --Item Inherent Abilities List........................................[ITEMD04] --Item Weight Chart...................................................[ITEMD05] --Weapon Data Chart...................................................[ITEMD06] --Armor Data Chart....................................................[ITEMD07] Mystic Absorbs Data...................................................[MYSAB01] --Mystic Absorbs Data, Full Entries List..............................[MYSAB02] --Mystic Absorbs Data, Stats-only Chart...............................[MYSAB03] --Mystic Absorbs Data, Abilities-only Chart...........................[MYSAB04] Junk Shop.............................................................[JUNKS01] --How the Buying Process is Supposed to Work..........................[JUNKS02] --The Bugs............................................................[JUNKS03] --Observations........................................................[JUNKS04] Triggering Asellus's Scenario's Story Bosses / Events.................[TASBE01] Asellus's Scenario Endings............................................[ASEND01] --How it was supposed to work.........................................[ASEND02] --Comparison..........................................................[ASEND03] --How it actually works...............................................[ASEND04] Patch Codes...........................................................[PATCH01] --PC Status Modifiers.................................................[PATCH02] ----Mystic/Human Hybrids..............................................[PATCH03] ----Alkarl............................................................[PATCH04] ----Asellus begins battle already MysticalChanged.....................[PATCH05] --Game Status Modifiers...............................................[PATCH06] --Inventory Modifiers.................................................[PATCH07] --Fortune Modifiers...................................................[PATCH08] --Scenario Status Modifiers...........................................[PATCH09] --In-Battle Status Modifiers..........................................[PATCH10] --Field Menu Rules Modifiers..........................................[PATCH11] --Battle Rules Modifiers..............................................[PATCH12] ----Break Stat Caps...................................................[PATCH13] ----Sparking..........................................................[PATCH14] ----Evasions..........................................................[PATCH15] --Battle-End Rules Modifiers..........................................[PATCH16] ----Human and Mystic Growth...........................................[PATCH17] ----Mec Growth........................................................[PATCH18] ----Monster Growth....................................................[PATCH19] ----Item Drop Rates...................................................[PATCH20] Technical Info........................................................[TECIN01] Credits...............................................................[CREDI01] Revision History......................................................[RHIST01] Legal.................................................................[LEGAL01] To jump to a particular section of the guide, just do a search for the bracketed statement to the right of any entry in the Table of Contents. For example, to jump to the "Intro" section, search for "[INTRO01]". *********** * Intro * [INTRO01] *********** The goal of this guide is to help anyone who's interested to better understand how SaGa Frontier really works. As anyone who's played it knows, it's a very complex game, and it's very different in many respects from virtually any other game out there (except for some similarities to certain other games in the SaGa series). As a result, there have been (and continue to be) a lot of misunderstandings about how SaGa Frontier works. Why make this guide more than a decade after SaGa Frontier's release? Short answer: because it still needed to be done. There are already quite a few guides and FAQs available for SaGa Frontier, and I think they've all helped people. However, all of them together still left many important questions unanswered, and some of the questions that some of them answered were answered incompletely or even, in several cases, incorrectly. I set out to put these questions to rest any way I could and eventually ended up teaching myself to use a debugger to pull the answers (with a lot of difficult work) directly out of the game's data and assembly-language instructions. I discovered most of the information in this guide using the debugger, so it should be very reliably accurate. Making sense out of assembly language is extremely difficult, so mistakes are always possible, but I do my best to prevent them. I am always extremely careful. Time permitting, I also check most things at least twice to ensure accuracy, and if anything seems odd, I usually try to test it to make sure it really works that way. Although most of the work for this guide is my own, some of it builds on the work of others, which has been tremendously helpful. Huge thanks to everyone who has contributed advice or information to help with this project! Special mention goes to Eroneous_Waylay and Mir_Vimes, my partners on the SF Data Project site, and to x_loto who, along with Eroneous_Waylay, had identified quite a few useful addresses in the PC Status Blocks and the In- Battle Status Blocks before I arrived. I hope the information in this guide will help you better understand and enjoy the hidden beauty of this brilliant game. Have fun! Zaraktheus *************************** * How to Use this Guide * [HOWTO01] *************************** Because there are so many long data charts in here, and because many of the processes I explain require data from each of several charts in rapid succession, it could quickly become frustrating to try to scroll back and forth between charts and formulas, constantly losing your place and having to find it again. You really need to be able to look at and keep your place in several things at once. For this reason, I highly recommend that you take every chart, formula, list, etc that you expect to use often and separate each into its own document saved on your computer. Simply copy a section from the main document and paste it into a new Notepad document, save it and name it something appropriate. That way, the information will be easy to find quickly, and you can keep it open and keep your place in it while also looking up other things. It can save you a lot of time and hassle in the long run. ************************* * The SF Data Project * [SFDAP01] ************************* The SF Data Project is a site shared by myself (Zaraktheus), Mir_Vimes, and Eroneous_Waylay. Each of us has a page there where we make all sorts of useful and interesting SaGa Frontier-related information that we've found freely available to everyone. It's not much to look at (none of us are web designers), hasn't been updated (to my knowledge) in quite a long time, and some of the data is only partially decrypted or out of date, but it remains an excellent resource. There's still a lot of stuff there that you can't find anywhere else, including in this guide (at least for the moment). Here's the link to the main page: http://sf.data.project.tripod.com/index.htm In case it seems like I'm shilling something; I'm not. This is just a simple, free site, and none of us gets anything out of it. It only exists to share information among people who may be interested in it. ******************* * Abbreviations * [ABBRV01] ******************* SF: SaGa Frontier HP: Hit Points LP: Life Points WP: Waza Points JP: Jutsu Points STR: Strength QUI: Quickness INT: Intelligence WIL: Will PSY: Psychic CHA: Charm DEF: Defense S DEF: Slash Element Defense P DEF: Pierce Element Defense B DEF: Blunt Element Defense H DEF: Heat Element Defense C DEF: Cold Element Defense E DEF: Electric Element Defense F DEF: Force Element Defense X DEF: Status Element Defense PC: Player Character. A character controlled by you, the player. RNG: Random Number Generator AoE: Area of Effect BR: Battle Rank. BRP: Battle Rank Points. EP: Effect Process. SCP: Status Change Process. ***************** * Definitions * [DEFIN01] ***************** Base Stat: The value for a stat that is completely intrinsic to the particular PC. For STR--CHA for Mecs and STR--VIT for Mystics, this is permanently fixed (with the exception that T260's Base INT in her own scenario will change from 5 to 32 when Leonard installs her new memory chip). For Monsters, it depends entirely on the PC's current Form. For Humans and for CHA for Mystics, it grows after-battle. Battle Rank: a value which increases as you fight battles and which determines the rough difficulty of the enemies you face. Battle Rank ranges from 1-9, 1 being the easiest and 9 the most difficult. Your Battle Rank also determines the HP multiplier of most bosses (with a higher BR giving them a higher HP multiplier, though not on a 1:1 scale). Buff: refers to an effect that temporarily improves one or more Current Stats. Current Stat: Base Stat + all modifications, which include stat boosts from equipment, Mystic Absorb stat boosts, and in-battle buffs/debuffs. The Current value for a stat is the one that's actually used for almost everything that the stat affects. Debuff: the opposite of a buff, a debuff temporarily decreases one or more Current Stats. Evasions: My catch-all term for a variety of mechanisms that can completely protect a target from all effects of an attack. Grind/Grinding: Slang for the process of repetitively fighting battles without advancing the story, in order to build up PC stats, collect item and credit drops, etc. Magical Mastery: Refers to what happens when a Human PC simultaneously equips 6+ Magical Abilities and 0 Physical Abilities (i.e. Sword, Katana, Martial Arts, Alkaiser, and/or Gun Abilities). When this happens, the horizontal bar at the top-right of the PC's Equip Abilities Menu will be mostly or completely Red with no Blue, and a crown will appear. Magical Mastery reduces the JP Cost to use any Magical Ability by 1 point, and also approximately doubles the Chance to Learn new Magical Abilities. Main Enemy: the first enemy to show up in any given battle, and the one which determines what other enemies can accompany it. If this is a random battle, it's the enemy that was determined by the combination of what sprite you ran into and your effective BR. If this is a boss fight, it's the boss. The Main Enemy is also the only one whose Stat-Up value is used, and the only one whose Spark Value is used for GaleSlash (which targets all enemies) and for learning Gun and Magic Abilities. Physical Mastery: Refers to what happens when a Human PC simultaneously equips 6+ Physical Abilities (i.e. Sword, Katana, Martial Arts, Alkaiser, and/or Gun Abilities) and 0 Magical Abilities. When this happens, the horizontal bar at the top-right of the PC's Equip Abilities Menu will be mostly or completely Blue with no Red, and a crown will appear. Physical Mastery reduces the WP Cost to use any Physical Ability by 1 point, and also approximately doubles the Chance to Spark or Learn new Physical Abilities. ********************* * PC Initial Data * [INITD01] ********************* There are a total of 40 PCs in SaGa Frontier, though two of them (Woman and CommonMec) are dummy PCs that aren't normally recruitable. In alphabetical order by race, the PCs are: Human: 16 total Annie Asellus Blue Capt.Hamilton Doll Emelia Fei-on Fuse Gen Liza Lute Mei-ling Red Roufas Rouge Woman Mystic: 8 total Dr. Nusakan Ildon Mesarthim Rei Silence TimeLord White Rose Zozma Mec: 8 total BJ&K CommonMec EngineerCar Leonard PzkwV Rabbit T260 ZEKE Monster: 8 total Cotton Kylin RedTurnip Riki Sei Slime Suzaku Thunder Every time you start a Scenario, the Stats, Equipment, Abilities, etc of all PCs are set to one of four possible variations, known as INIT 1-4. According to The Entity Blade, which INIT you get is determined entirely by the final Battle Rank you had in the last scenario you finished and saved to your System Data, as follows: INIT 1: No System Data, new System Data, or no scenarios have yet been completed and saved to the System Data. INIT 2: Last scenario completed and saved to System Data ended at BR 1-3. INIT 3: Last scenario completed and saved to System Data ended at BR 4-6. INIT 4: Last scenario completed and saved to System Data ended at BR 7-9. Below, again in alphabetical order by race, I have listed nearly everything there is to know about each PC's initial data at each INIT, which I translated directly from the game's data. To jump to a particular PC's entry, simply search for the name of that PC. In the case of Gen, T260, Cotton, or Thunder, add "Name: " before the actual name. ********************* * PC Initial Data * [INITD02] * --Humans * ********************* There are 16 Human PCs in SaGa Frontier, though Woman is a dummy PC that can't normally be recruited. They are: Annie Asellus Blue Capt.Hamilton Doll Emelia Fei-on Fuse Gen Liza Lute Mei-ling Red Roufas Rouge Woman ------------------------------------------------------------------------------- Name: Annie Race/Gender: Human Female ID: 0c Stat Growth Bonuses TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP 28 | 5 | 3 | 1 | 4 | 1 | 3 | 5 | 6 Gun & Magic Talent: 1 Magic Gifts: None Spark Talent List Talented | Not Talented | StunSlash | DoubleSlash | HardSlash | Thrust | CrossSlash Smash | | SwallowSwing | ThunderThrust | Heaven/Hell | WheelSlash | WillowBranch Deflect | BearCrush | DeadEnd | | HeadWind | TripleThrust | Kasumi | NoMoment | GaleSlash | 2GaleSlash | Still Stream | TurbidCurrent | CrossDeflect RisingNova | RosarioImpale | | Haze-to-Wheel | LifeSprinkler | Godless | MoonlightCut ShadowCounter | | Blizzard | Tres Flores Kick | | AirThrow Chop | Sliding | RollingCradle | SwayBack | | Fist Backfist | | CrushBeat | Rotation Kick | KO Throw Suplex | | GiantSwing | GoldHand BabelCrumble | | TriangleKick | OgreRun | Scuffle LocomotionG | DragonTurn | | Lastshot | Corkscrew SkyTwister | INIT 1 INIT 2 INIT 3 INIT 4 HP | 130 | 165 | 205 | 235 | LP | 9 | 9 | 9 | 9 | WP | 20 | 20 | 30 | 37 | JP | 0 | 0 | 0 | 0 | STR | 15 | 19 | 22 | 25 | QUI | 17 | 21 | 25 | 29 | INT | 9 | 10 | 11 | 12 | WIL | 18 | 21 | 23 | 25 | PSY | 15 | 17 | 18 | 20 | VIT | 13 | 16 | 20 | 23 | CHA | 11 | 13 | 15 | 17 | Equipped Items: | LaserKnife | LaserKnife | LaserKnife | LaserKnife | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| | FiberVest | FiberVest | FiberVest | FiberVest | | CottonShirt | CottonShirt | CottonShirt | CottonShirt | | LeatherGlove | LeatherGlove | LeatherGlove | LeatherGlove | | LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots | DEFenses: S | 18 | 18 | 18 | 18 | P | 22 | 22 | 22 | 22 | B | 22 | 22 | 22 | 22 | H | 18 | 18 | 18 | 18 | C | 14 | 14 | 14 | 14 | E | 14 | 14 | 14 | 14 | F | 14 | 14 | 14 | 14 | X | 14 | 14 | 14 | 14 | Weight| 10 | 10 | 10 | 10 | Attribute Immunities: None. Ailment Immunities: None. Equipped Abilities: | StunSlash | StunSlash | StunSlash | StunSlash | | DoubleSlash | DoubleSlash | DoubleSlash | DoubleSlash | |----------------| HardSlash | HardSlash | HardSlash | |----------------| Thrust | Thrust | Thrust | |----------------|----------------| Smash | Smash | |----------------|----------------|----------------| Deflect | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| Abilities Known: INIT 1: StunSlash DoubleSlash INIT 2: + HardSlash Thrust INIT 3: + Smash INIT 4: + Deflect ------------------------------------------------------------------------------- Name: Asellus Race/Gender: Human Female ID: 05 Stat Growth Bonuses TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP 30 | 0 | 2 | 1 | 6 | 9 | 0 | 9 | 3 Gun & Magic Talent: 1 Magic Gifts: Mystic Spark Talent List Talented | Not Talented StunSlash | DoubleSlash | HardSlash | Thrust | | CrossSlash | Smash SwallowSwing | ThunderThrust | | Heaven/Hell WheelSlash | | WillowBranch Deflect | | BearCrush DeadEnd | | HeadWind TripleThrust | Kasumi | NoMoment | GaleSlash | | 2GaleSlash | Still Stream | TurbidCurrent | CrossDeflect RisingNova | RosarioImpale | Haze-to-Wheel | | LifeSprinkler Godless | MoonlightCut | ShadowCounter | | Blizzard | Tres Flores Kick | AirThrow | Chop | Sliding | RollingCradle | | SwayBack Fist | | Backfist | CrushBeat Rotation Kick | | KO Throw Suplex | | GiantSwing | GoldHand | BabelCrumble TriangleKick | OgreRun | | Scuffle | LocomotionG DragonTurn | | Lastshot Corkscrew | | SkyTwister -----In any Scenario but her own----- INIT 1 INIT 2 INIT 3 INIT 4 HP | 160 | 180 | 205 | 230 | LP | 8 | 8 | 8 | 8 | WP | 20 | 25 | 27 | 29 | JP | 20 | 25 | 29 | 31 | STR | 27 | 27 | 27 | 27 | QUI | 21 | 21 | 21 | 21 | INT | 15 | 18 | 19 | 20 | WIL | 13 + 9 | 16 + 9 | 18 + 9 | 19 + 9 | PSY | 39 | 41 | 45 | 48 | VIT | 16 | 17 | 18 | 19 | CHA | 27 | 31 | 34 | 41 | Equipped Items: | FiendRod | FiendRod | FiendRod | FiendRod | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| | ShadeRobe | ShadeRobe | ShadeRobe | ShadeRobe | | SilkShirt | SilkShirt | SilkShirt | SilkShirt | | LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots | |----------------|----------------|----------------|----------------| DEFenses: S | 15 | 15 | 15 | 15 | P | 15 | 15 | 15 | 15 | B | 15 | 15 | 15 | 15 | H | 30 | 30 | 30 | 30 | C | 36 | 36 | 36 | 36 | E | 28 | 28 | 28 | 28 | F | 28 | 28 | 28 | 28 | X | 28 | 28 | 28 | 28 | Weight| 6 | 6 | 6 | 6 | Attribute Immunities: None. Ailment Immunities: None. Equipped Abilities: | StunSlash | StunSlash | StunSlash | StunSlash | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| | MysticSword | MysticSword | MysticSword | MysticSword | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| Mystic Weapon Absorbs: Sword: ---------------- Abilities Known: INIT 1: StunSlash MysticSword INIT 2-3: + DoubleSlash INIT 4: + Thrust -----In her own Scenario----- INIT 1 INIT 2 INIT 3 INIT 4 HP | 70 | 70 | 70 | 70 | LP | 8 | 8 | 8 | 8 | WP | 10 | 10 | 10 | 10 | JP | 8 | 8 | 8 | 8 | STR | 10 | 10 | 10 | 10 | QUI | 13 | 13 | 13 | 13 | INT | 15 | 15 | 15 | 15 | WIL | 11 | 11 | 11 | 11 | PSY | 10 | 10 | 10 | 10 | VIT | 12 | 12 | 12 | 12 | CHA | 11 | 11 | 11 | 11 | Equipped Items: |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| | CottonShirt | CottonShirt | CottonShirt | CottonShirt | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| DEFenses: S | 3 | 3 | 3 | 3 | P | 3 | 3 | 3 | 3 | B | 7 | 7 | 7 | 7 | H | 3 | 3 | 3 | 3 | C | 3 | 3 | 3 | 3 | E | 3 | 3 | 3 | 3 | F | 3 | 3 | 3 | 3 | X | 3 | 3 | 3 | 3 | Weight| 0 | 0 | 0 | 0 | Attribute Immunities: None. Ailment Immunities: None. Equipped Abilities: |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| Abilities Known: INIT 1-4: None ------------------------------------------------------------------------------- Name: Blue Race/Gender: Human Male ID: 04 Stat Growth Bonuses TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP 33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3 Gun & Magic Talent: 8 Magic Gifts: Realm Spark Talent List Talented | Not Talented StunSlash | DoubleSlash | HardSlash | Thrust | | CrossSlash Smash | SwallowSwing | | ThunderThrust | Heaven/Hell WheelSlash | | WillowBranch Deflect | BearCrush | | DeadEnd | HeadWind TripleThrust | Kasumi | | NoMoment GaleSlash | | 2GaleSlash | Still Stream TurbidCurrent | | CrossDeflect RisingNova | | RosarioImpale Haze-to-Wheel | | LifeSprinkler | Godless | MoonlightCut ShadowCounter | | Blizzard | Tres Flores Kick | AirThrow | | Chop Sliding | | RollingCradle SwayBack | | Fist Backfist | CrushBeat | | Rotation Kick | KO Throw Suplex | | GiantSwing | GoldHand | BabelCrumble | TriangleKick OgreRun | Scuffle | | LocomotionG | DragonTurn | Lastshot | Corkscrew SkyTwister | INIT 1 INIT 2 INIT 3 INIT 4 HP | 125 | 155 | 185 | 210 | LP | 7 | 7 | 7 | 7 | WP | 0 | 0 | 0 | 0 | JP | 30 | 35 | 40 | 45 | STR | 9 | 9 | 9 | 9 | QUI | 19 | 21 | 23 | 25 | INT | 29 | 32 | 35 | 37 | WIL | 24 + 5 | 26 + 5 | 29 + 5 | 30 + 5 | PSY | 26 + 5 | 29 + 5 | 31 + 5 | 32 + 5 | VIT | 8 | 8 | 8 | 8 | CHA | 14 | 15 | 15 | 16 | Equipped Items: |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| | MasterRobe | MasterRobe | MasterRobe | MasterRobe | | Magicwear | Magicwear | Magicwear | Magicwear | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| DEFenses: S | 14 | 14 | 14 | 14 | P | 14 | 14 | 14 | 14 | B | 14 | 14 | 14 | 14 | H | 39 | 39 | 39 | 39 | C | 39 | 39 | 39 | 39 | E | 39 | 39 | 39 | 39 | F | 29 | 29 | 29 | 29 | X | 34 | 34 | 34 | 34 | Weight| 2 | 2 | 2 | 2 | Attribute Immunities: None. Ailment Immunities: None. Equipped Abilities: | EnergyChain | EnergyChain | EnergyChain | EnergyChain | | Implosion | Implosion | Implosion | Implosion | | PsychoArmor | PsychoArmor | PsychoArmor | PsychoArmor | | Gate | Gate | Gate | Gate | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| Abilities Known: INIT 1-4: EnergyChain Implosion PsychoArmor Gate ------------------------------------------------------------------------------- Name: Capt.Hamilton Race/Gender: Human Female ID: 0e Stat Growth Bonuses TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP 28 | 4 | 1 | 3 | 6 | 3 | 6 | 0 | 5 Gun & Magic Talent: 3 Magic Gifts: None Spark Talent List Talented | Not Talented StunSlash | | DoubleSlash | HardSlash Thrust | | CrossSlash | Smash SwallowSwing | ThunderThrust | | Heaven/Hell | WheelSlash WillowBranch | | Deflect BearCrush | DeadEnd | | HeadWind TripleThrust | | Kasumi | NoMoment GaleSlash | | 2GaleSlash | Still Stream TurbidCurrent | | CrossDeflect RisingNova | RosarioImpale | | Haze-to-Wheel LifeSprinkler | | Godless MoonlightCut | | ShadowCounter Blizzard | Tres Flores | Kick | | AirThrow | Chop | Sliding RollingCradle | | SwayBack Fist | | Backfist | CrushBeat | Rotation Kick KO Throw | Suplex | GiantSwing | GoldHand | | BabelCrumble TriangleKick | | OgreRun Scuffle | LocomotionG | DragonTurn | Lastshot | | Corkscrew SkyTwister | INIT 1 INIT 2 INIT 3 INIT 4 HP | 250 | 280 | 310 | 340 | LP | 8 | 8 | 8 | 8 | * WP | 25 | 22 | 20 | 35 | JP | 10 | 13 | 15 | 20 | STR | 20 | 22 | 24 | 26 | QUI | 17 | 19 | 21 | 23 | INT | 24 | 26 | 28 | 30 | WIL | 18 | 20 | 22 | 24 | PSY | 21 | 23 | 25 | 27 | VIT | 25 | 27 | 29 | 31 | CHA | 11 | 13 | 15 | 17 | *Yes, Capt.Hamilton's WP really does decrease at INITs 2 and 3, which is clearly an error. Equipped Items: | AGUNI-CP1 | AGUNI-CP1 | AGUNI-CP1 | AGUNI-CP1 | | EagleGun | EagleGun | EagleGun | EagleGun | | Osc-Sword | Osc-Sword | Osc-Sword | Osc-Sword | | LaserKnife | LaserKnife | LaserKnife | LaserKnife | | ArmorVest | ArmorVest | ArmorVest | ArmorVest | | SilkShirt | SilkShirt | SilkShirt | SilkShirt | | YolkHat | YolkHat | YolkHat | YolkHat | | LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots | DEFenses: S | 29 | 29 | 29 | 29 | P | 71 | 71 | 71 | 71 | B | 33 | 33 | 33 | 33 | H | 26 | 26 | 26 | 26 | C | 40 | 40 | 40 | 40 | E | 24 | 24 | 24 | 24 | F | 24 | 24 | 24 | 24 | X | 24 | 24 | 24 | 24 | Weight| 30 | 30 | 30 | 30 | Attribute Immunities: None. Ailment Immunities: Blind. Equipped Abilities: | Twogun | Twogun | Twogun | Twogun | | SharpShot | SharpShot | SharpShot | SharpShot | | StunShot | StunShot | StunShot | StunShot | | CrossSlash | CrossSlash | CrossSlash | CrossSlash | | Smash | Smash | Smash | Smash | | WheelSlash | WheelSlash | WheelSlash | WheelSlash | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| Abilities Known: INIT 1-4: CrossSlash Smash WheelSlash SharpShot StunShot Twogun ------------------------------------------------------------------------------- Name: Doll Race/Gender: Human Female ID: 0f Stat Growth Bonuses TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP 28 | 3 | 2 | 6 | 3 | 1 | 4 | 6 | 3 Gun & Magic Talent: 6 Magic Gifts: None Spark Talent List Talented | Not Talented StunSlash | DoubleSlash | HardSlash | Thrust | | CrossSlash Smash | SwallowSwing | ThunderThrust | Heaven/Hell | | WheelSlash | WillowBranch Deflect | | BearCrush | DeadEnd HeadWind | | TripleThrust Kasumi | | NoMoment GaleSlash | | 2GaleSlash Still Stream | | TurbidCurrent | CrossDeflect | RisingNova | RosarioImpale | Haze-to-Wheel | LifeSprinkler | Godless MoonlightCut | ShadowCounter | | Blizzard Tres Flores | Kick | AirThrow | Chop | Sliding | RollingCradle | SwayBack | Fist | | Backfist | CrushBeat | Rotation Kick KO Throw | | Suplex | GiantSwing GoldHand | BabelCrumble | | TriangleKick | OgreRun | Scuffle | LocomotionG DragonTurn | | Lastshot Corkscrew | | SkyTwister INIT 1 INIT 2 INIT 3 INIT 4 HP | 120 | 160 | 200 | 240 | LP | 9 | 9 | 9 | 9 | WP | 12 | 16 | 18 | 20 | JP | 18 | 24 | 30 | 34 | STR | 16 | 18 | 20 | 22 | QUI | 21 | 24 | 27 | 29 | INT | 22 | 26 | 30 | 34 | WIL | 17 | 18 | 19 | 20 | PSY | 15 | 16 | 17 | 18 | VIT | 20 | 21 | 22 | 23 | CHA | 21 | 23 | 25 | 27 | Equipped Items: | HandBlaster | HandBlaster | HandBlaster | HandBlaster | | AGUNI-SSP | AGUNI-SSP | AGUNI-SSP | AGUNI-SSP | |----------------|----------------|----------------|----------------| |----------------|----------------|----------------|----------------| | ArmorVest | ArmorVest | ArmorVest | ArmorVest | | Defendwear | Defendwear | Defendwear | Defendwear | | LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots | |----------------|----------------|----------------|----------------| DEFenses: S | 29 | 29 | 29 | 29 | P | 71 | 71 | 71 | 71 | B | 33 | 33 | 33 | 33 | H | 39 | 39 | 39 | 39 | C | 37 | 37 | 37 | 37 | E | 37 | 37 | 37 | 37 | F | 27 | 27 | 27 | 27 |
X | 27 | 27 | 27 | 27 |
Weight| 14 | 14 | 14 | 14 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| PowerGrab | PowerGrab | PowerGrab | PowerGrab |
| Hidebehind | Hidebehind | Hidebehind | Hidebehind |
| Fascination | Fascination | Fascination | Fascination |
| PhantasmShot | PhantasmShot | PhantasmShot | PhantasmShot |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1:
PowerGrab
HideBehind
Fascination
PhantasmShot
INIT 2:
+ ShadowNet
INIT 3:
+ GlassShield
INIT 4:
+ DarkSphere
-------------------------------------------------------------------------------
Name: Emelia Race/Gender: Human Female ID: 00
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
33 | 3 | 5 | 0 | 7 | 1 | 6 | 7 | 4
Gun & Magic Talent: 0
Magic Gifts: None
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
Thrust |
| CrossSlash
| Smash
SwallowSwing |
ThunderThrust |
| Heaven/Hell
WheelSlash |
| WillowBranch
Deflect |
| BearCrush
DeadEnd |
| HeadWind
TripleThrust |
Kasumi |
NoMoment |
GaleSlash |
| 2GaleSlash
| Still Stream
| TurbidCurrent
| CrossDeflect
RisingNova |
RosarioImpale |
Haze-to-Wheel |
| LifeSprinkler
Godless |
MoonlightCut |
ShadowCounter |
| Blizzard
| Tres Flores
Kick |
AirThrow |
Chop |
Sliding |
RollingCradle |
| SwayBack
Fist |
| Backfist
| CrushBeat
Rotation Kick |
| KO Throw
Suplex |
| GiantSwing
| GoldHand
| BabelCrumble
TriangleKick |
OgreRun |
| Scuffle
| LocomotionG
DragonTurn |
| Lastshot
Corkscrew |
| SkyTwister
-----In any Scenario but her own-----
INIT 1 INIT 2 INIT 3 INIT 4
HP | 120 | 160 | 200 | 230 |
LP | 9 | 9 | 9 | 9 |
WP | 18 | 27 | 32 | 40 |
JP | 0 | 0 | 0 | 0 |
STR | 13 | 18 | 23 | 25 |
QUI | 19 | 23 | 27 | 29 |
INT | 10 | 12 | 14 | 15 |
WIL | 21 | 27 | 32 | 33 |
PSY | 7 | 9 | 11 | 12 |
VIT | 19 | 23 | 26 | 28 |
CHA | 22 | 26 | 29 | 31 |
Equipped Items:
| AGUNI-CP1 | AGUNI-CP1 | AGUNI-CP1 | AGUNI-CP1 |
| LightVulcan | LightVulcan | LightVulcan | LightVulcan |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| FiberVest | FiberVest | FiberVest | FiberVest |
| SilkShirt | SilkShirt | SilkShirt | SilkShirt |
| LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 14 | 14 | 14 | 14 |
P | 18 | 18 | 18 | 18 |
B | 14 | 14 | 14 | 14 |
H | 14 | 14 | 14 | 14 |
C | 20 | 20 | 20 | 20 |
E | 12 | 12 | 12 | 12 |
F | 12 | 12 | 12 | 12 |
X | 12 | 12 | 12 | 12 |
Weight| 19 | 19 | 19 | 19 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| SharpShot | SharpShot | SharpShot | SharpShot |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1:
SharpShot
INIT 2:
+ TotalShot
INIT 3:
+ TrickShot
INIT 4:
+ CrossShot
-----In her own Scenario-----
INIT 1 INIT 2 INIT 3 INIT 4
HP | 50 | 50 | 50 | 50 |
LP | 9 | 9 | 9 | 9 |
WP | 9 | 9 | 9 | 9 |
JP | 0 | 0 | 0 | 0 |
STR | 7 | 7 | 7 | 7 |
QUI | 9 | 9 | 9 | 9 |
INT | 10 | 12 | 14 | 15 |
WIL | 21 | 27 | 32 | 33 |
PSY | 7 | 9 | 11 | 12 |
VIT | 6 | 6 | 6 | 6 |
CHA | 32 | 32 | 32 | 32 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| SilkShirt | SilkShirt | SilkShirt | SilkShirt |
| LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 6 | 6 | 6 | 6 |
P | 6 | 6 | 6 | 6 |
B | 6 | 6 | 6 | 6 |
H | 6 | 6 | 6 | 6 |
C | 12 | 12 | 12 | 12 |
E | 4 | 4 | 4 | 4 |
F | 4 | 4 | 4 | 4 |
X | 4 | 4 | 4 | 4 |
Weight| 2 | 2 | 2 | 2 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-4: None
-------------------------------------------------------------------------------
Name: Fei-on Race/Gender: Human Male ID: 0b
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
28 | 4 | 8 | 1 | 0 | 5 | 4 | 3 | 3
Gun & Magic Talent: 1
Magic Gifts: None
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
Thrust |
| CrossSlash
Smash |
SwallowSwing |
ThunderThrust |
Heaven/Hell |
| WheelSlash
| WillowBranch
| Deflect
BearCrush |
DeadEnd |
| HeadWind
TripleThrust |
| Kasumi
| NoMoment
GaleSlash |
| 2GaleSlash
| Still Stream
TurbidCurrent |
| CrossDeflect
RisingNova |
RosarioImpale |
Haze-to-Wheel |
| LifeSprinkler
| Godless
| MoonlightCut
| ShadowCounter
Blizzard |
| Tres Flores
Kick |
AirThrow |
Chop |
Sliding |
RollingCradle |
SwayBack |
Fist |
Backfist |
CrushBeat |
Rotation Kick |
KO Throw |
Suplex |
| GiantSwing
GoldHand |
| BabelCrumble
TriangleKick |
OgreRun |
Scuffle |
LocomotionG |
DragonTurn |
Lastshot |
Corkscrew |
| SkyTwister
INIT 1 INIT 2 INIT 3 INIT 4
HP | 160 | 200 | 240 | 270 |
LP | 8 | 8 | 8 | 8 |
WP | 38 | 44 | 52 | 58 |
JP | 0 | 0 | 0 | 0 |
STR | 30 | 33 | 36 | 38 |
QUI | 27 | 29 | 31 | 33 |
INT | 12 | 12 | 13 | 14 |
WIL | 21 | 24 | 25 | 26 |
PSY | 18 | 20 | 21 | 23 |
VIT | 25 + 5 | 30 + 5 | 33 + 5 | 38 + 5 |
CHA | 15 | 17 | 18 | 19 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| Budowear | Budowear | Budowear | Budowear |
| LeatherGlove | LeatherGlove | LeatherGlove | LeatherGlove |
| LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots |
| SteelAmulet | SteelAmulet | SteelAmulet | SteelAmulet |
DEFenses:
S | 15 | 15 | 15 | 15 |
P | 15 | 15 | 15 | 15 |
B | 20 | 20 | 20 | 20 |
H | 15 | 15 | 15 | 15 |
C | 11 | 11 | 11 | 11 |
E | 11 | 11 | 11 | 11 |
F | 11 | 11 | 11 | 11 |
X | 16 | 16 | 16 | 16 |
Weight| 8 | 8 | 8 | 8 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| Kick | Kick | Kick | Kick |
| Fist | Fist | Fist | Fist |
| Backfist | Backfist | Backfist | Backfist |
| SwayBack | SwayBack | SwayBack | SwayBack |
|----------------| CrushBeat | CrushBeat | CrushBeat |
|----------------|----------------| OgreRun | OgreRun |
|----------------|----------------|----------------| DragonTurn |
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1:
Kick
SwayBack
Fist
Backfist
INIT 2:
+ CrushBeat
INIT 3:
+ OgreRun
INIT 4:
+ DragonTurn
-------------------------------------------------------------------------------
Name: Fuse Race/Gender: Human Male ID: 03
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
33 | 6 | 2 | 2 | 6 | 2 | 5 | 3 | 7
Gun & Magic Talent: 2
Magic Gifts: Mind
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
Thrust |
| CrossSlash
Smash |
| SwallowSwing
ThunderThrust |
Heaven/Hell |
WheelSlash |
| WillowBranch
| Deflect
BearCrush |
DeadEnd |
HeadWind |
TripleThrust |
Kasumi |
| NoMoment
GaleSlash |
| 2GaleSlash
| Still Stream
TurbidCurrent |
| CrossDeflect
RisingNova |
RosarioImpale |
Haze-to-Wheel |
LifeSprinkler |
Godless |
MoonlightCut |
ShadowCounter |
| Blizzard
Tres Flores |
Kick |
AirThrow |
Chop |
| Sliding
RollingCradle |
| SwayBack
Fist |
Backfist |
CrushBeat |
Rotation Kick |
| KO Throw
Suplex |
GiantSwing |
| GoldHand
| BabelCrumble
TriangleKick |
OgreRun |
Scuffle |
LocomotionG |
| DragonTurn
Lastshot |
| Corkscrew
SkyTwister |
INIT 1 INIT 2 INIT 3 INIT 4
HP | 150 | 170 | 200 | 220 |
LP | 9 | 9 | 9 | 9 |
WP | 25 | 30 | 35 | 40 |
JP | 10 | 15 | 20 | 20 |
STR | 29 | 32 | 34 | 35 |
QUI | 17 | 18 | 20 | 21 |
INT | 20 | 21 | 23 | 24 |
WIL | 19 | 20 | 21 | 23 |
PSY | 23 | 25 | 26 | 27 |
VIT | 18 | 20 | 22 | 23 |
CHA | 13 | 15 | 17 | 18 |
Equipped Items:
| HandBlaster | HandBlaster | HandBlaster | HandBlaster |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| ArmorVest | ArmorVest | ArmorVest | ArmorVest |
| Defendwear | Defendwear | Defendwear | Defendwear |
| LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 29 | 29 | 29 | 29 |
P | 71 | 71 | 71 | 71 |
B | 33 | 33 | 33 | 33 |
H | 39 | 39 | 39 | 39 |
C | 37 | 37 | 37 | 37 |
E | 37 | 37 | 37 | 37 |
F | 27 | 27 | 27 | 27 |
X | 27 | 27 | 27 | 27 |
Weight| 11 | 11 | 11 | 11 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| Kick | Kick | Kick | Kick |
|----------------| AirThrow | AirThrow | AirThrow |
|----------------| MindHeal | Chop | Chop |
|----------------|----------------| MindHeal | MindHeal |
|----------------|----------------| Lifewave | Awakening |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1:
Kick
MindHeal
INIT 2:
+ AirThrow
INIT 3:
+ Chop
Lifewave
INIT 4:
+ Awakening
-------------------------------------------------------------------------------
Name: Gen Race/Gender: Human Male ID: 0a
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
28 | 7 | 4 | 1 | 2 | 1 | 6 | 0 | 7
Gun & Magic Talent: 1
Magic Gifts: None
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
Thrust |
CrossSlash |
Smash |
SwallowSwing |
ThunderThrust |
Heaven/Hell |
WheelSlash |
WillowBranch |
Deflect |
| BearCrush
| DeadEnd
HeadWind |
TripleThrust |
Kasumi |
NoMoment |
GaleSlash |
2GaleSlash |
Still Stream |
TurbidCurrent |
CrossDeflect |
| RisingNova
| RosarioImpale
Haze-to-Wheel |
LifeSprinkler |
Godless |
MoonlightCut |
ShadowCounter |
Blizzard |
Tres Flores |
Kick |
AirThrow |
Chop |
| Sliding
RollingCradle |
| SwayBack
| Fist
Backfist |
| CrushBeat
Rotation Kick |
KO Throw |
Suplex |
GiantSwing |
| GoldHand
BabelCrumble |
| TriangleKick
OgreRun |
Scuffle |
LocomotionG |
DragonTurn |
| Lastshot
| Corkscrew
SkyTwister |
INIT 1 INIT 2 INIT 3 INIT 4
HP | 120 | 150 | 170 | 190 |
LP | 10 | 10 | 10 | 10 |
WP | 15 | 20 | 26 | 33 |
JP | 0 | 0 | 0 | 0 |
STR | 19 | 22 | 24 | 25 |
QUI | 16 | 18 | 20 | 20 |
INT | 8 | 8 | 8 | 8 |
WIL | 10 | 11 | 12 | 14 |
PSY | 12 | 13 | 14 | 15 |
VIT | 18 | 19 | 20 | 22 |
CHA | 6 | 6 | 6 | 6 |
Equipped Items:
** | BroadSword | BroadSword | BroadSword | BroadSword |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| Budowear | Budowear | Budowear | Budowear |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
**In T260's Scenario, the BroadSword is missing.
DEFenses:
S | 7 | 7 | 7 | 7 |
P | 7 | 7 | 7 | 7 |
B | 12 | 12 | 12 | 12 |
H | 7 | 7 | 7 | 7 |
C | 7 | 7 | 7 | 7 |
E | 7 | 7 | 7 | 7 |
F | 7 | 7 | 7 | 7 |
X | 7 | 7 | 7 | 7 |
Weight| 3 | 3 | 3 | 3 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| Kick | Kick | Fist | Fist |
| StunSlash | StunSlash | StunSlash | StunSlash |
| DoubleSlash | DoubleSlash | DoubleSlash | DoubleSlash |
| HardSlash | HardSlash | HardSlash | HardSlash |
| Thrust | Thrust | Thrust | Thrust |
| Deflect | Deflect | Deflect | Deflect |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-2:
StunSlash
DoubleSlash
HardSlash
Thrust
CrossSlash
Deflect
Kick
INIT 3-4:
+ Fist
-------------------------------------------------------------------------------
Name: Liza Race/Gender: Human Female ID: 0d
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
28 | 3 | 7 | 6 | 1 | 4 | 2 | 4 | 1
Gun & Magic Talent: 6
Magic Gifts: None
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
Thrust |
CrossSlash |
| Smash
SwallowSwing |
ThunderThrust |
Heaven/Hell |
WheelSlash |
WillowBranch |
Deflect |
| BearCrush
| DeadEnd
HeadWind |
TripleThrust |
Kasumi |
NoMoment |
GaleSlash |
2GaleSlash |
Still Stream |
| TurbidCurrent
CrossDeflect |
| RisingNova
RosarioImpale |
Haze-to-Wheel |
| LifeSprinkler
Godless |
MoonlightCut |
ShadowCounter |
Blizzard |
| Tres Flores
Kick |
AirThrow |
Chop |
| Sliding
RollingCradle |
SwayBack |
Fist |
| Backfist
CrushBeat |
Rotation Kick |
KO Throw |
Suplex |
GiantSwing |
| GoldHand
BabelCrumble |
| TriangleKick
OgreRun |
Scuffle |
LocomotionG |
DragonTurn |
Lastshot |
| Corkscrew
SkyTwister |
INIT 1 INIT 2 INIT 3 INIT 4
HP | 100 | 130 | 160 | 180 |
LP | 8 | 8 | 8 | 8 |
WP | 24 | 28 | 33 | 35 |
JP | 0 | 0 | 0 | 0 |
STR | 14 + 5 | 15 + 5 | 16 + 5 | 17 + 5 |
QUI | 24 | 29 | 33 | 37 |
INT | 20 | 23 | 25 | 28 |
WIL | 13 | 14 | 15 | 16 |
PSY | 18 | 20 | 22 | 24 |
VIT | 12 | 13 | 14 | 16 |
CHA | 20 | 22 | 24 | 26 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| FiberVest | FiberVest | FiberVest | FiberVest |
| CottonShirt | CottonShirt | CottonShirt | CottonShirt |
| FangAmulet | FangAmulet | FangAmulet | FangAmulet |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 12 | 12 | 12 | 12 |
P | 16 | 16 | 16 | 16 |
B | 16 | 16 | 16 | 16 |
H | 17 | 17 | 17 | 17 |
C | 17 | 17 | 17 | 17 |
E | 17 | 17 | 17 | 17 |
F | 12 | 12 | 12 | 12 |
X | 17 | 17 | 17 | 17 |
Weight| 6 | 6 | 6 | 6 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| KO Throw | KO Throw | KO Throw | KO Throw |
| AirThrow | AirThrow | AirThrow | AirThrow |
|----------------| RollingCradle | RollingCradle | RollingCradle |
|----------------| Suplex | Suplex | Suplex |
|----------------|----------------| Rotation Kick | Rotation Kick |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1:
AirThrow
KO Throw
INIT 2:
+ RollingCradle
Suplex
INIT 3-4:
+ Rotation Kick
-------------------------------------------------------------------------------
Name: Lute Race/Gender: Human Male ID: 01
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
25 | 0 | 0 | 2 | 1 | 1 | 3 |12 | 6
Gun & Magic Talent: 2
Magic Gifts: None
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
| HardSlash
| Thrust
| CrossSlash
Smash |
| SwallowSwing
| ThunderThrust
Heaven/Hell |
| WheelSlash
| WillowBranch
Deflect |
| BearCrush
| DeadEnd
HeadWind |
TripleThrust |
| Kasumi
NoMoment |
GaleSlash |
| 2GaleSlash
Still Stream |
| TurbidCurrent
| CrossDeflect
RisingNova |
| RosarioImpale
| Haze-to-Wheel
LifeSprinkler |
| Godless
| MoonlightCut
ShadowCounter |
| Blizzard
Tres Flores |
Kick |
AirThrow |
Chop |
| Sliding
| RollingCradle
SwayBack |
| Fist
| Backfist
CrushBeat |
| Rotation Kick
| KO Throw
Suplex |
| GiantSwing
GoldHand |
BabelCrumble |
TriangleKick |
OgreRun |
| Scuffle
| LocomotionG
DragonTurn |
Lastshot |
Corkscrew |
| SkyTwister
INIT 1 INIT 2 INIT 3 INIT 4
HP | 80 | 120 | 160 | 180 |
LP | 10 | 10 | 10 | 10 |
WP | 10 | 15 | 20 | 25 |
JP | 0 | 0 | 0 | 0 |
STR | 7 | 8 | 9 | 10 |
QUI | 4 | 5 | 6 | 7 |
INT | 10 | 11 | 12 | 13 |
WIL | 2 | 3 | 4 | 5 |
PSY | 13 | 14 | 15 | 16 |
VIT | 4 | 5 | 6 | 7 |
CHA | 18 | 26 | 32 | 36 |
Equipped Items:
| Knife | Knife | Knife | Knife |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| YolkHat | YolkHat | YolkHat | YolkHat |
| HardLeather | HardLeather | HardLeather | HardLeather |
| CottonShirt | CottonShirt | CottonShirt | CottonShirt |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 20 | 20 | 20 | 20 |
P | 30 | 30 | 30 | 30 |
B | 28 | 28 | 28 | 28 |
H | 17 | 17 | 17 | 17 |
C | 25 | 25 | 25 | 25 |
E | 17 | 17 | 17 | 17 |
F | 17 | 17 | 17 | 17 |
X | 17 | 17 | 17 | 17 |
Weight| 7 | 7 | 7 | 7 |
Attribute Immunities: None.
Ailment Immunities: Blind.
Equipped Abilities:
|----------------|----------------| StunSlash | StunSlash |
|----------------|----------------|----------------| DoubleSlash |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-2: None
INIT 3:
+ StunSlash
INIT 4:
+ DoubleSlash
-------------------------------------------------------------------------------
Name: Mei-ling Race/Gender: Human Female ID: 10
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
28 | 1 | 5 | 6 | 6 | 2 | 2 | 3 | 3
Gun & Magic Talent: 6
Magic Gifts: None
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
Thrust |
| CrossSlash
| Smash
SwallowSwing |
ThunderThrust |
| Heaven/Hell
WheelSlash |
| WillowBranch
Deflect |
| BearCrush
DeadEnd |
| HeadWind
TripleThrust |
Kasumi |
NoMoment |
GaleSlash |
| 2GaleSlash
| Still Stream
| TurbidCurrent
| CrossDeflect
RisingNova |
RosarioImpale |
Haze-to-Wheel |
| LifeSprinkler
Godless |
MoonlightCut |
ShadowCounter |
| Blizzard
| Tres Flores
Kick |
AirThrow |
Chop |
Sliding |
RollingCradle |
| SwayBack
Fist |
| Backfist
| CrushBeat
Rotation Kick |
| KO Throw
Suplex |
| GiantSwing
| GoldHand
| BabelCrumble
TriangleKick |
OgreRun |
| Scuffle
| LocomotionG
DragonTurn |
| Lastshot
Corkscrew |
| SkyTwister
INIT 1 INIT 2 INIT 3 INIT 4
HP | 70 | 90 | 110 | 130 |
LP | 10 | 10 | 10 | 10 |
WP | 9 | 12 | 15 | 18 |
JP | 16 | 20 | 24 | 27 |
STR | 3 | 3 | 3 | 3 |
QUI | 8 | 10 | 11 | 12 |
INT | 12 | 15 | 17 | 20 |
WIL | 7 | 10 | 13 | 15 |
PSY | 16 | 18 | 20 | 22 |
VIT | 7 | 8 | 9 | 10 |
CHA | 10 | 11 | 12 | 13 |
Equipped Items:
| AGUNI-SSP | AGUNI-SSP | AGUNI-CP1 | AGUNI-CP1 |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| FiberVest | FiberVest | HardLeather | HardLeather |
| SilkShirt | SilkShirt | SilkShirt | SilkShirt |
| LeatherGlove | LeatherGlove | LeatherGlove | LeatherGlove |
| LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots |
DEFenses:
S | 18 | 18 | 22 | 22 |
P | 22 | 22 | 32 | 32 |
B | 18 | 18 | 26 | 26 |
H | 18 | 18 | 22 | 22 |
C | 22 | 22 | 26 | 26 |
E | 14 | 14 | 18 | 18 |
F | 14 | 14 | 18 | 18 |
X | 14 | 14 | 18 | 18 |
Weight| 11 | 11 | 11 | 11 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| SharpShot | SharpShot | SharpShot | SharpShot |
| SunRay | StunShot | StunShot | StunShot |
| StarlightHeal | SunRay | QuickDraw | QuickDraw |
|----------------| StarlightHeal | SunRay | SunRay |
|----------------|----------------| StarlightHeal | StarlightHeal |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1:
SharpShot
SunRay
StarlightHeal
INIT 2:
+ StunShot
INIT 3-4:
+ QuickDraw
-------------------------------------------------------------------------------
Name: Red Race/Gender: Human Male ID: 02
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
33 | 4 | 3 | 3 | 6 | 2 | 5 | 3 | 7
Gun & Magic Talent: 3
Magic Gifts: None
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
Thrust |
| CrossSlash
Smash |
SwallowSwing |
ThunderThrust |
Heaven/Hell |
WheelSlash |
| WillowBranch
Deflect |
BearCrush |
DeadEnd |
| HeadWind
TripleThrust |
Kasumi |
| NoMoment
GaleSlash |
| 2GaleSlash
| Still Stream
TurbidCurrent |
| CrossDeflect
RisingNova |
RosarioImpale |
| Haze-to-Wheel
| LifeSprinkler
| Godless
| MoonlightCut
ShadowCounter |
Blizzard |
Tres Flores |
Kick |
AirThrow |
| Chop
Sliding |
| RollingCradle
SwayBack |
| Fist
Backfist |
CrushBeat |
Rotation Kick |
| KO Throw
Suplex |
| GiantSwing
| GoldHand
BabelCrumble |
TriangleKick |
OgreRun |
Scuffle |
LocomotionG |
DragonTurn |
| Lastshot
| Corkscrew
SkyTwister |
KaiserWing |
KaiserSmash |
BrightFist |
SparklingRoll |
FlashTurn |
Al-Blaster |
Al-Phoenix |
Re-Al-Phoenix |
ShiningKick |
DeflectLance |
FinalCrusade |
INIT 1 INIT 2 INIT 3 INIT 4
HP | 90 | 120 | 150 | 180 |
LP | 9 | 9 | 9 | 9 |
WP | 12 | 16 | 20 | 23 |
JP | 0 | 0 | 0 | 0 |
STR | 15 | 18 | 21 | 23 |
QUI | 12 | 16 | 18 | 20 |
INT | 11 | 13 | 14 | 14 |
WIL | 14 | 19 | 22 | 24 |
PSY | 9 | 9 | 9 | 10 |
VIT | 14 | 17 | 18 | 19 |
CHA | 10 | 12 | 14 | 15 |
Equipped Items:
** | BroadSword | BroadSword | BroadSword | BroadSword |
** | EasyRifle | EasyRifle | EasyRifle | EasyRifle |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| JumpSuit | JumpSuit | JumpSuit | JumpSuit |
| CottonShirt | CottonShirt | CottonShirt | CottonShirt |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
**In Red's own Scenario, these Items are in his inventory, rather than being
initially Equipped on him. He's not normally available in any other Scenario,
but they are officially Equipped already in the INITDATA files, and if you
recruit him from the Debug Room in another Scenario, they will be Equipped.
DEFenses:
S | 28 | 28 | 28 | 28 |
P | 28 | 28 | 28 | 28 |
B | 22 | 22 | 22 | 22 |
H | 33 | 33 | 33 | 33 |
C | 33 | 33 | 33 | 33 |
E | 18 | 18 | 18 | 18 |
F | 18 | 18 | 18 | 18 |
X | 18 | 18 | 18 | 18 |
Weight| 25 | 25 | 25 | 25 |
Attribute Immunities: None.
Ailment Immunities: Blind.
Equipped Abilities:
| Kick | Kick | Kick | Kick |
|----------------| Chop | Chop | Chop |
|----------------|----------------| QuickDraw | QuickDraw |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1:
Kick
INIT 2:
+ Chop
INIT 3-4:
+ QuickDraw
-------------------------------------------------------------------------------
Name: Roufas Race/Gender: Human Male ID: 09
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
28 | 2 | 4 | 6 | 2 | 3 | 2 | 3 | 6
Gun & Magic Talent: 6
Magic Gifts: Mind
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
| Thrust
CrossSlash |
| Smash
SwallowSwing |
ThunderThrust |
Heaven/Hell |
WheelSlash |
WillowBranch |
| Deflect
| BearCrush
| DeadEnd
HeadWind |
TripleThrust |
Kasumi |
NoMoment |
GaleSlash |
2GaleSlash |
| Still Stream
TurbidCurrent |
CrossDeflect |
| RisingNova
| RosarioImpale
Haze-to-Wheel |
LifeSprinkler |
Godless |
MoonlightCut |
ShadowCounter |
Blizzard |
Tres Flores |
Kick |
AirThrow |
| Chop
| Sliding
| RollingCradle
SwayBack |
Fist |
Backfist |
CrushBeat |
Rotation Kick |
KO Throw |
Suplex |
GiantSwing |
GoldHand |
| BabelCrumble
TriangleKick |
OgreRun |
Scuffle |
| LocomotionG
| DragonTurn
Lastshot |
Corkscrew |
| SkyTwister
INIT 1 INIT 2 INIT 3 INIT 4
HP | 150 | 180 | 210 | 240 |
LP | 9 | 9 | 9 | 9 |
WP | 25 | 30 | 34 | 37 |
JP | 15 | 20 | 22 | 23 |
STR | 23 | 25 | 27 | 29 |
QUI | 15 | 16 | 16 | 17 |
INT | 27 | 30 | 33 | 35 |
WIL | 24 + 10 | 26 + 10 | 28 + 10 | 29 + 10 |
PSY | 11 | 13 | 15 | 16 |
VIT | 26 | 28 | 30 | 31 |
CHA | 20 | 21 | 22 | 23 |
Equipped Items:
| SamuraiSword | SamuraiSword | SamuraiSword | SamuraiSword |
| AGUNI-CP1 | AGUNI-CP1 | AGUNI-CP1 | AGUNI-CP1 |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| LaserScope | LaserScope | LaserScope | LaserScope |
| ArmorVest | ArmorVest | ArmorVest | ArmorVest |
| LeatherGlove | LeatherGlove | LeatherGlove | LeatherGlove |
| LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots |
DEFenses:
S | 32 | 32 | 32 | 32 |
P | 74 | 74 | 74 | 74 |
B | 36 | 36 | 36 | 36 |
H | 28 | 28 | 28 | 28 |
C | 24 | 24 | 24 | 24 |
E | 24 | 24 | 24 | 24 |
F | 24 | 24 | 24 | 24 |
X | 24 | 24 | 24 | 24 |
Weight| 19 | 19 | 19 | 19 |
Attribute Immunities: None.
Ailment Immunities: Blind.
Equipped Abilities:
| HardSlash | Thrust | ThunderThrust | Heaven/Hell |
| SharpShot | SharpShot | SharpShot | SharpShot |
| TotalShot | TotalShot | TotalShot | TotalShot |
| MindHeal | MindHeal | MindHeal | MindHeal |
| Spellbound | Spellbound | Spellbound | Spellbound |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1:
HardSlash
SharpShot
TotalShot
MindHeal
Spellbound
INIT 2:
+ Thrust
INIT 3:
+ ThunderThrust
INIT 4:
+ Heaven/Hell
-------------------------------------------------------------------------------
Name: Rouge Race/Gender: Human Male ID: 08
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
33 | 0 | 5 | 8 | 8 | 6 | 1 | 2 | 3
Gun & Magic Talent: 8
Magic Gifts: Realm
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
Thrust |
| CrossSlash
Smash |
SwallowSwing |
| ThunderThrust
| Heaven/Hell
WheelSlash |
| WillowBranch
Deflect |
BearCrush |
| DeadEnd
| HeadWind
TripleThrust |
Kasumi |
| NoMoment
GaleSlash |
| 2GaleSlash
| Still Stream
TurbidCurrent |
| CrossDeflect
RisingNova |
| RosarioImpale
Haze-to-Wheel |
| LifeSprinkler
| Godless
| MoonlightCut
ShadowCounter |
| Blizzard
| Tres Flores
Kick |
AirThrow |
| Chop
Sliding |
| RollingCradle
SwayBack |
| Fist
Backfist |
CrushBeat |
| Rotation Kick
| KO Throw
Suplex |
| GiantSwing
| GoldHand
| BabelCrumble
| TriangleKick
OgreRun |
Scuffle |
| LocomotionG
| DragonTurn
| Lastshot
| Corkscrew
SkyTwister |
INIT 1 INIT 2 INIT 3 INIT 4
HP | 125 | 155 | 185 | 210 |
LP | 7 | 7 | 7 | 7 |
WP | 0 | 0 | 0 | 0 |
JP | 30 | 35 | 40 | 45 |
STR | 9 | 9 | 9 | 9 |
QUI | 19 | 21 | 23 | 25 |
INT | 29 | 32 | 35 | 37 |
WIL | 24 + 5 | 26 + 5 | 29 + 5 | 30 + 5 |
PSY | 26 + 5 | 29 + 5 | 31 + 5 | 32 + 5 |
VIT | 8 | 8 | 8 | 8 |
CHA | 14 | 15 | 15 | 16 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| MasterRobe | MasterRobe | MasterRobe | MasterRobe |
| Magicwear | Magicwear | Magicwear | Magicwear |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
DEFenses:
S | 14 | 14 | 14 | 14 |
P | 14 | 14 | 14 | 14 |
B | 14 | 14 | 14 | 14 |
H | 39 | 39 | 39 | 39 |
C | 39 | 39 | 39 | 39 |
E | 39 | 39 | 39 | 39 |
F | 29 | 29 | 29 | 29 |
X | 34 | 34 | 34 | 34 |
Weight| 2 | 2 | 2 | 2 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| EnergyChain | EnergyChain | EnergyChain | EnergyChain |
| Implosion | Implosion | Implosion | Implosion |
| PsychoArmor | PsychoArmor | PsychoArmor | PsychoArmor |
| Gate | Gate | Gate | Gate |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-4:
EnergyChain
Implosion
PsychoArmor
Gate
-------------------------------------------------------------------------------
Name: Woman Race/Gender: Human Female ID: 11
Woman is a dummy PC, meaning her data exists in the game, but she is not
normally recruitable.
Stat Growth Bonuses
TOTAL|STR|QUI|INT|WIL|PSY|VIT|CHA|HP
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0
Gun & Magic Talent: 0
Magic Gifts: None
Spark Talent List
Talented | Not Talented
StunSlash |
DoubleSlash |
HardSlash |
Thrust |
| CrossSlash
Smash |
SwallowSwing |
| ThunderThrust
| Heaven/Hell
WheelSlash |
| WillowBranch
Deflect |
BearCrush |
| DeadEnd
| HeadWind
TripleThrust |
Kasumi |
| NoMoment
GaleSlash |
| 2GaleSlash
| Still Stream
TurbidCurrent |
| CrossDeflect
RisingNova |
| RosarioImpale
Haze-to-Wheel |
| LifeSprinkler
| Godless
| MoonlightCut
ShadowCounter |
| Blizzard
| Tres Flores
Kick |
AirThrow |
| Chop
Sliding |
| RollingCradle
SwayBack |
| Fist
Backfist |
CrushBeat |
| Rotation Kick
| KO Throw
Suplex |
| GiantSwing
| GoldHand
| BabelCrumble
| TriangleKick
OgreRun |
Scuffle |
| LocomotionG
| DragonTurn
| Lastshot
| Corkscrew
SkyTwister |
INIT 1 INIT 2 INIT 3 INIT 4
HP | 90 | 90 | 90 | 90 |
LP | 9 | 9 | 9 | 9 |
WP | 15 | 15 | 15 | 15 |
JP | 0 | 0 | 0 | 0 |
STR | 19 | 19 | 19 | 19 |
QUI | 10 | 10 | 10 | 10 |
INT | 13 | 13 | 13 | 13 |
WIL | 11 | 11 | 11 | 11 |
PSY | 17 | 17 | 17 | 17 |
VIT | 15 | 15 | 15 | 15 |
CHA | 10 | 10 | 10 | 10 |
Equipped Items:
| BroadSword | BroadSword | BroadSword | BroadSword |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| JunkHelm | JunkHelm | JunkHelm | JunkHelm |
| HardLeather | HardLeather | HardLeather | HardLeather |
| LeatherGlove | LeatherGlove | LeatherGlove | LeatherGlove |
| LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots |
DEFenses:
S | 23 | 23 | 23 | 23 |
P | 35 | 35 | 35 | 35 |
B | 29 | 29 | 29 | 29 |
H | 23 | 23 | 23 | 23 |
C | 16 | 16 | 16 | 16 |
E | 16 | 16 | 16 | 16 |
F | 16 | 16 | 16 | 16 |
X | 16 | 16 | 16 | 16 |
Weight| 13 | 13 | 13 | 13 |
Attribute Immunities: None.
Ailment Immunities: Blind.
Equipped Abilities:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-4: None
-------------------------------------------------------------------------------
*********************
* PC Initial Data * [INITD03]
* ---Mystics *
*********************
There are 8 Mystic PCs in SaGa Frontier.
They are:
Dr. Nusakan
Ildon
Mesarthim
Rei
Silence
TimeLord
White Rose
Zozma
-------------------------------------------------------------------------------
Name: Dr. Nusakan Race/Gender: Mystic Male ID: 18
Stat Growth Bonuses
TOTAL|CHA|HP
12 | 5 | 7
Magic Talent: 0
Magic Gifts: Mystic
INIT 1 INIT 2 INIT 3 INIT 4
HP | 160 | 190 | 240 | 270 |
LP | 7 | 7 | 7 | 7 |
WP | 30 | 32 | 34 | 36 |
JP | 38 | 42 | 44 | 47 |
STR | 22 | 22 | 22 | 22 |
QUI | 13 | 13 | 13 | 13 |
INT | 24 | 24 | 24 | 24 |
WIL | 16 | 16 | 16 | 16 |
PSY | 26 | 26 | 26 | 26 |
VIT | 15 | 15 | 15 | 15 |
CHA | 24 | 26 | 28 | 30 |
Equipped Items:
| WaterCannon | WaterCannon | WaterCannon | WaterCannon |
| LaserKnife | LaserKnife | LaserKnife | LaserKnife |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| Mysticwear | Mysticwear | Mysticwear | Mysticwear |
| LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
DEFenses:
S | 11 | 11 | 11 | 11 |
P | 11 | 11 | 11 | 11 |
B | 11 | 11 | 11 | 11 |
H | 24 | 24 | 24 | 24 |
C | 22 | 22 | 22 | 22 |
E | 22 | 22 | 22 | 22 |
F | 22 | 22 | 22 | 22 |
X | 22 | 22 | 22 | 22 |
Weight| 14 | 14 | 14 | 14 |
Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep, Venom.
Equipped Abilities:
| PowerGrab | PowerGrab | PowerGrab | PowerGrab |
| Saber | Saber | Saber | Saber |
| Grail | Grail | Grail | Grail |
| PhantasmShot | PhantasmShot | PhantasmShot | PhantasmShot |
LOCKED| MysticSword | MysticSword | MysticSword | MysticSword |
Mystic Weapon Absorbs:
Sword: ----------------
Abilities Known:
INIT 1-4:
PowerGrab
Fascination
PhantasmShot
Saber
Grail
Death
MysticSword
-------------------------------------------------------------------------------
Name: Ildon Race/Gender: Mystic Male ID: 13
Stat Growth Bonuses
TOTAL|CHA|HP
12 | 7 | 5
Magic Talent: 0
Magic Gifts: Mystic
INIT 1 INIT 2 INIT 3 INIT 4
HP | 220 | 250 | 280 | 300 |
LP | 8 | 8 | 8 | 8 |
WP | 33 | 35 | 37 | 40 |
JP | 27 | 29 | 30 | 32 |
STR | 28 + 8 | 28 + 8 | 28 + 8 | 28 + 8 |
QUI | 16 + 22 | 16 + 22 | 16 + 22 | 16 + 22 |
INT | 22 + 14 | 22 + 14 | 22 + 14 | 22 + 14 |
WIL | 26 + 18 | 26 + 18 | 26 + 18 | 26 + 18 |
PSY | 33 + 14 | 33 + 14 | 33 + 14 | 33 + 14 |
VIT | 13 + 18 | 13 + 18 | 13 + 18 | 13 + 18 |
CHA | 26 + 14 | 28 + 14 | 30 + 14 | 32 + 14 |
Equipped Items:
** | FiendRod | FiendRod | FiendRod | FiendRod |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| MysticMail | MysticMail | MysticMail | MysticMail |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
**At least at the beginning of Asellus' Scenario, the FiendRod is missing.
Ildon's not normally available in any other Scenario, but the FiendRod is
officially Equipped in the INITDATA files, and if you recruit him from the
Debug Room in another Scenario, it will be Equipped.
DEFenses:
S | 23 | 23 | 23 | 23 |
P | 23 | 23 | 23 | 23 |
B | 23 | 23 | 23 | 23 |
H | 13 | 13 | 13 | 13 |
C | 13 | 13 | 13 | 13 |
E | 13 | 13 | 13 | 13 |
F | 23 | 23 | 23 | 23 |
X | 23 | 23 | 23 | 23 |
Weight| 13 | 13 | 13 | 13 |
Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.
Equipped Abilities:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| MysticSword | MysticSword | MysticSword | MysticSword |
LOCKED| MysticGlove | MysticGlove | MysticGlove | MysticGlove |
LOCKED| MysticBoots | MysticBoots | MysticBoots | MysticBoots |
Mystic Weapon Absorbs:
Sword: LivingLance
Glove: Battlefly
Boots: Armorpilla
Note that each of Ildon's initial Mystic Weapon Absorbs gives different Stat
Boosts than that Absorb normally would.
STR|QUI|INT|WIL|PSY|VIT|CHA|
+ 8|+ 8| | | |+ 8| | LivingLance (Normal)
+ 8|+ 8| |+ 8| |+ 8| | LivingLance (Ildon initial)
|+14| |+14| | | | Battlefly (Normal)
|+14|+14| |+14| |+14| Battlefly (Ildon initial)
| | |+ 8| |+ 8| | Armorpilla (Normal)
| | |+10| |+10| | Armorpilla (Ildon initial)
These will persist for each Absorb until it is replaced with a new Absorb.
Abilities Known:
INIT 1-4:
Fascination
PhantasmShot
MysticSword
MysticGlove
MysticBoots
-------------------------------------------------------------------------------
Name: Mesarthim Race/Gender: Mystic Female ID: 14
Stat Growth Bonuses
TOTAL|CHA|HP
12 | 6 | 6
Magic Talent: 0
Magic Gifts: Mystic, Rune
INIT 1 INIT 2 INIT 3 INIT 4
HP | 200 | 220 | 240 | 250 |
LP | 8 | 8 | 8 | 8 |
WP | 18 | 20 | 22 | 24 |
JP | 26 | 28 | 30 | 33 |
STR | 17 | 17 | 17 | 17 |
QUI | 23 | 23 | 23 | 23 |
INT | 16 | 16 | 16 | 16 |
WIL | 12 | 12 | 12 | 12 |
PSY | 24 + 3 | 24 + 3 | 24 + 3 | 24 + 3 |
VIT | 11 | 11 | 11 | 11 |
CHA | 25 | 27 | 29 | 31 |
Equipped Items:
| ShadowDagger | ShadowDagger | ShadowDagger | ShadowDagger |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| BlueElf | BlueElf | BlueElf | BlueElf |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| MellowRing | MellowRing | MellowRing | MellowRing |
DEFenses:
S | 21 | 21 | 21 | 21 |
P | 21 | 21 | 21 | 21 |
B | 21 | 21 | 21 | 21 |
H | 46 | 46 | 46 | 46 |
C | 46 | 46 | 46 | 46 |
E | 26 | 26 | 26 | 26 |
F | 26 | 26 | 26 | 26 |
X | 21 | 21 | 21 | 21 |
Weight| 2 | 2 | 2 | 2 |
Attribute Immunities: Water.
Ailment Immunities: None.
Equipped Abilities:
| Fascination | Fascination | Fascination | Fascination |
| VictoryRune | VictoryRune | VictoryRune | VictoryRune |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-4:
Fascination
VictoryRune
-------------------------------------------------------------------------------
Name: Rei Race/Gender: Mystic Female ID: 16
Stat Growth Bonuses
TOTAL|CHA|HP
12 |10 | 2
Magic Talent: 0
Magic Gifts: Mystic, Mirage*
* Mechanically speaking, there actually is no Mirage Gift. I list it here only
because the game deceptively shows a star next to Rei's Mirage Magic, but be
aware that it's meaningless--no one, including Rei, can learn new Mirage
Spells, because they are all impossibly Difficult.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 180 | 210 | 240 | 260 |
LP | 6 | 6 | 6 | 6 |
WP | 6 | 6 | 6 | 6 |
JP | 66 | 66 | 66 | 66 |
STR | 9 | 9 | 9 | 9 |
QUI | 18 | 18 | 18 | 18 |
INT | 32 + 9 | 32 + 9 | 32 + 9 | 32 + 9 |
WIL | 19 + 9 | 19 + 9 | 19 + 9 | 19 + 9 |
PSY | 28 + 12 | 28 + 12 | 28 + 12 | 28 + 12 |
VIT | 8 | 8 | 8 | 8 |
CHA | 33 | 38 | 44 | 51 |
Equipped Items:
| ShadowDagger | ShadowDagger | ShadowDagger | ShadowDagger |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| MysticMail | MysticMail | MysticMail | MysticMail |
| SilkShirt | SilkShirt | SilkShirt | SilkShirt |
| LeatherBoots | LeatherBoots | LeatherBoots | LeatherBoots |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 29 | 29 | 29 | 29 |
P | 29 | 29 | 29 | 29 |
B | 29 | 29 | 29 | 29 |
H | 19 | 19 | 19 | 19 |
C | 25 | 25 | 25 | 25 |
E | 17 | 17 | 17 | 17 |
F | 27 | 27 | 27 | 27 |
X | 27 | 27 | 27 | 27 |
Weight| 13 | 13 | 13 | 13 |
Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.
Equipped Abilities:
| BlackCat | BlackCat | BlackCat | BlackCat |
| Nightmare | Nightmare | Nightmare | Nightmare |
| Reaper | Reaper | Reaper | Reaper |
| Fascination | Fascination | Fascination | Fascination |
LOCKED| MysticSword | MysticSword | MysticSword | MysticSword |
Mystic Weapon Absorbs:
Sword: Mandrake
Note that Rei's initial MysticSword Absorb gives different Stat Boosts than
that Absorb normally would.
STR|QUI|INT|WIL|PSY|VIT|CHA|
| |+10|+10|+10| | | Mandrake (Normal)
| |+ 9|+ 9|+ 9| | | Mandrake (Rei initial)
This will persist until it is replaced with a new Absorb.
Abilities Known:
INIT 1-4:
Fascination
PhantasmShot
BlackCat
Nightmare
Jackal
Cockatrice
Reaper
MysticSword
-------------------------------------------------------------------------------
Name: Silence Race/Gender: Mystic Male ID: 17
Stat Growth Bonuses
TOTAL|CHA|HP
12 | 6 | 6
Magic Talent: 0
Magic Gifts: Mystic
INIT 1 INIT 2 INIT 3 INIT 4
HP | 150 | 180 | 210 | 230 |
LP | 8 | 8 | 8 | 8 |
WP | 25 | 26 | 28 | 30 |
JP | 20 | 23 | 24 | 26 |
STR | 21 + 31 | 21 + 31 | 21 + 31 | 21 + 31 |
QUI | 19 + 17 | 19 + 17 | 19 + 17 | 19 + 17 |
INT | 16 + 14 | 16 + 14 | 16 + 14 | 16 + 14 |
WIL | 11 + 22 | 11 + 22 | 11 + 22 | 11 + 22 |
PSY | 24 + 23 | 24 + 23 | 24 + 23 | 24 + 23 |
VIT | 16 | 16 | 16 | 16 |
CHA | 23 + 9 | 26 + 9 | 29 + 9 | 32 + 9 |
Equipped Items:
| HandBlaster | HandBlaster | HandBlaster | HandBlaster |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| MysticMail | MysticMail | MysticMail | MysticMail |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
DEFenses:
S | 23 | 23 | 23 | 23 |
P | 23 | 23 | 23 | 23 |
B | 23 | 23 | 23 | 23 |
H | 13 | 13 | 13 | 13 |
C | 13 | 13 | 13 | 13 |
E | 13 | 13 | 13 | 13 |
F | 23 | 23 | 23 | 23 |
X | 23 | 23 | 23 | 23 |
Weight| 15 | 15 | 15 | 15 |
Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.
Equipped Abilities:
| PhantasmShot | PhantasmShot | PhantasmShot | PhantasmShot |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| MysticSword | MysticSword | MysticSword | MysticSword |
LOCKED| MysticGlove | MysticGlove | MysticGlove | MysticGlove |
LOCKED| MysticBoots | MysticBoots | MysticBoots | MysticBoots |
Mystic Weapon Absorbs:
Sword: Unknown
Glove: Gunfish
Boots: Platoonpus
Note that each of Silence's initial Mystic Weapon Absorbs gives different Stat
Boosts than that Absorb normally would.
STR|QUI|INT|WIL|PSY|VIT|CHA|
| |+20| | | | | Unknown (Normal)
+14| |+14|+14|+14| | | Unknown (Silence initial)
| | |+12| | | | Gunfish (Normal)
+ 8|+ 8| |+ 8| | | | Gunfish (Silence initial)
+10| | |+10| |+10| | Platoonpus (Normal)
+ 9|+ 9| | |+ 9| |+ 9| Platoonpus (Silence initial)
These will persist for each Absorb until it is replaced with a new Absorb.
Abilities Known:
INIT 1-4:
PhantasmShot
MysticSword
Note that, due to a developer error, although Silence has MysticGlove and
MysticBoots in his Equipped Abilities menu (and indeed he has monsters already
absorbed into them), he technically doesn't know them. This error has hardly
any meaningful effect and will correct itself after the first battle in which
Silence participates, but still...
-------------------------------------------------------------------------------
Name: TimeLord Race/Gender: Mystic Male ID: 19
Stat Growth Bonuses
TOTAL|CHA|HP
0 | 0 | 0
TimeLord's 0s in CHA and HP Growth Bonus are probably mistakes, but whether
they're intentional or not, remember that they don't make a big difference.
Magic Talent: 0
Magic Gifts: Time*, Mystic
* Mechanically speaking, there actually is no Time Gift. I list it here only
because the game deceptively shows a star next to TimeLord's Time Magic, but
be aware that it's meaningless--no one, including TimeLord, can learn new
Time Spells, because they are all impossibly Difficult.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 360 | 370 | 380 | 390 |
LP | 10 | 10 | 10 | 10 |
WP | 45 | 47 | 47 | 49 |
JP | 60 | 60 | 60 | 60 |
STR | 15 | 15 | 15 | 15 |
QUI | 28 | 28 | 28 | 28 |
INT | 21 | 21 | 21 | 21 |
WIL | 24 + 5 | 24 + 5 | 24 + 5 | 24 + 5 |
PSY | 31 | 31 | 31 | 31 |
VIT | 17 | 17 | 17 | 17 |
CHA | 27 | 29 | 31 | 33 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| MysticMail | MysticMail | MysticMail | MysticMail |
| Magicwear | Magicwear | Magicwear | Magicwear |
| FeatherBoots | FeatherBoots | FeatherBoots | FeatherBoots |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 34 | 34 | 34 | 34 |
P | 34 | 34 | 34 | 34 |
B | 34 | 34 | 34 | 34 |
H | 29 | 29 | 29 | 29 |
C | 29 | 29 | 29 | 29 |
E | 29 | 29 | 29 | 29 |
F | 39 | 39 | 39 | 39 |
X | 39 | 39 | 39 | 39 |
Weight| 10 | 10 | 10 | 10 |
Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.
Equipped Abilities:
| TimeLeap | TimeLeap | TimeLeap | TimeLeap |
| TimeEclipse | TimeEclipse | TimeEclipse | TimeEclipse |
| TimeTwister | TimeTwister | TimeTwister | TimeTwister |
| OverDrive | OverDrive | OverDrive | OverDrive |
LOCKED| MysticSword | MysticSword | MysticSword | MysticSword |
LOCKED| MysticGlove | MysticGlove | MysticGlove | MysticGlove |
LOCKED| MysticBoots | MysticBoots | MysticBoots | MysticBoots |
Mystic Weapon Absorbs:
Sword: ----------------
Glove: ----------------
Boots: ----------------
Abilities Known:
INIT 1-4:
DelayOrder
TimeLeap
ChaosStream
TimeEclipse
TimeTwister
OverDrive
Fascination
PhantasmShot
GlassShield
MysticSword
MysticGlove
MysticBoots
-------------------------------------------------------------------------------
Name: White Rose Race/Gender: Mystic Female ID: 12
Stat Growth Bonuses
TOTAL|CHA|HP
12 | 8 | 4
Magic Talent: 0
Magic Gifts: Mystic
INIT 1 INIT 2 INIT 3 INIT 4
HP | 160 | 180 | 200 | 220 |
LP | 8 | 8 | 8 | 8 |
WP | 16 | 20 | 23 | 25 |
JP | 40 | 42 | 44 | 46 |
STR | 16 | 16 | 16 | 16 |
QUI | 18 | 18 | 18 | 18 |
INT | 25 | 25 | 25 | 25 |
WIL | 19 | 19 | 19 | 19 |
PSY | 25 + 5 | 25 + 5 | 25 + 5 | 25 + 5 |
VIT | 15 | 15 | 15 | 15 |
CHA | 28 + 5 | 32 + 5 | 36 + 5 | 44 + 5 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| MysticMail | MysticMail | MysticMail | MysticMail |
| FlowerAmulet | FlowerAmulet | FlowerAmulet | FlowerAmulet |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
DEFenses:
S | 24 | 24 | 24 | 24 |
P | 24 | 24 | 24 | 24 |
B | 24 | 24 | 24 | 24 |
H | 19 | 19 | 19 | 19 |
C | 19 | 19 | 19 | 19 |
E | 19 | 19 | 19 | 19 |
F | 24 | 24 | 24 | 24 |
X | 29 | 29 | 29 | 29 |
Weight| 12 | 12 | 12 | 12 |
Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.
Equipped Abilities:
| Fascination | Fascination | Fascination | Fascination |
| PhantasmShot | PhantasmShot | PhantasmShot | PhantasmShot |
| StarlightHeal | StarlightHeal | StarlightHeal | StarlightHeal |
| FlashFlood | FlashFlood | FlashFlood | FlashFlood |
LOCKED| MysticSword | MysticSword | MysticSword | MysticSword |
Mystic Weapon Absorbs:
Sword: ----------------
Abilities Known:
INIT 1:
SunRay
StarlightHeal
FlashFire
FlashFlood
Fascination
PhantasmShot
MysticSword
INIT 2-4:
+ GlassShield
-------------------------------------------------------------------------------
Name: Zozma Race/Gender: Mystic Male ID: 15
Stat Growth Bonuses
TOTAL|CHA|HP
12 | 8 | 4
Magic Talent: 0
Magic Gifts: Mystic
INIT 1 INIT 2 INIT 3 INIT 4
HP | 400 | 410 | 420 | 430 |
LP | 9 | 9 | 9 | 9 |
WP | 40 | 41 | 42 | 44 |
JP | 30 | 31 | 32 | 33 |
STR | 19 + 15 | 19 + 15 | 19 + 15 | 19 + 15 |
QUI | 24 | 24 | 24 | 24 |
INT | 26 + 25 | 26 + 25 | 26 + 25 | 26 + 25 |
WIL | 11 + 42 | 11 + 42 | 11 + 42 | 11 + 42 |
PSY | 32 | 32 | 32 | 32 |
VIT | 13 + 47 | 13 + 47 | 13 + 47 | 13 + 47 |
CHA | 30 | 35 | 40 | 44 |
Equipped Items:
| FiendRod | FiendRod | FiendRod | FiendRod |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
LOCKED| MysticMail | MysticMail | MysticMail | MysticMail |
| Magicwear | Magicwear | Magicwear | Magicwear |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
DEFenses:
S | 27 | 27 | 27 | 27 |
P | 27 | 27 | 27 | 27 |
B | 27 | 27 | 27 | 27 |
H | 27 | 27 | 27 | 27 |
C | 27 | 27 | 27 | 27 |
E | 27 | 27 | 27 | 27 |
F | 27 | 27 | 27 | 27 |
X | 27 | 27 | 27 | 27 |
Weight| 13 | 13 | 13 | 13 |
Attribute Immunities: None.
Ailment Immunities: Angry, Charm, Mess, Sleep.
Equipped Abilities:
| RavaShot | RavaShot | RavaShot | RavaShot |
| PainDoubler | PainDoubler | PainDoubler | PainDoubler |
| Deathcurse | Deathcurse | Deathcurse | Deathcurse |
|----------------|----------------|----------------|----------------|
LOCKED| MysticSword | MysticSword | MysticSword | MysticSword |
LOCKED| MysticGlove | MysticGlove | MysticGlove | MysticGlove |
LOCKED| MysticBoots | MysticBoots | MysticBoots | MysticBoots |
Mystic Weapon Absorbs:
Sword: LiquidMetal
Glove: Slime
Boots: Basilisk
Note that each of Zozma's initial Mystic Weapon Absorbs gives different Stat
Boosts than that Absorb normally would.
STR|QUI|INT|WIL|PSY|VIT|CHA|
+18| | | | |+18| | LiquidMetal (Normal)
+15| |+15|+15| |+15| | LiquidMetal (Zozma initial)
| | | |+12| | | Slime (Normal)
| |+10| | |+10| | Slime (Zozma initial)
+25| | |+25| | | | Basilisk (Normal)
| | |+22| |+22| | Basilisk (Zozma initial)
These will persist for each Absorb until it is replaced with a new Absorb.
Abilities Known:
INIT 1-4:
Fascination
PhantasmShot
GlassShield
RavaShot
PainDoubler
Deathcurse
SharpPain
MysticSword
MysticGlove
MysticBoots
-------------------------------------------------------------------------------
*********************
* PC Initial Data * [INITD04]
* --Mecs *
*********************
There are 8 Mec PCs in SaGa Frontier, though CommonMec is a dummy PC that
can't normally be recruited.
They are:
BJ&K
CommonMec
EngineerCar
Leonard
PzkwV
Rabbit
T260
ZEKE
-------------------------------------------------------------------------------
Name: BJ&K Race/Gender: Mec TYPE 4 ID: 1d
Self-Development Abilities List:
Ability | Difficulty
ShootingMastery | 14
MecSonata | 25
Magnify | 27
MaxwellProgram | 29
SelfRepair | 30
INIT 1 INIT 2 INIT 3 INIT 4
HP | 100 | 100 + 20 | 100 + 45 | 100 + 95 |
LP | 20 | 20 | 20 | 20 |
WP | 55 | 55 | 55 | 55 |
JP | 0 | 0 | 0 | 0 |
STR | 5 | 5 + 4 | 5 + 4 | 5 + 4 |
QUI | 5 | 5 | 5 | 5 |
INT | 35 | 35 | 35 | 35 |
WIL | 30 | 30 | 30 | 30 |
PSY | 5 | 5 | 5 | 5 |
VIT | 10 | 10 + 4 | 10 + 9 | 10 + 19 |
CHA | 10 | 10 | 10 | 10 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------| Protector | HyperScale |
|----------------| Buckler | Buckler | Buckler |
LOCKED|LaserCannon [63]|LaserCannon [63]|LaserCannon [63]|LaserCannon [63]|
LOCKED| MediPack | MediPack | MediPack | MediPack |
LOCKED| MecBody | MecBody | MecBody | MecBody |
DEFenses:
S | 10 | 10 | 20 | 40 |
P | 15 | 15 | 30 | 45 |
B | 10 | 10 | 20 | 30 |
H | 10 | 10 | 15 | 30 |
C | 10 | 10 | 15 | 20 |
E | 5 | 5 | 10 | 25 |
F | 5 | 5 | 10 | 25 |
X | 5 | 5 | 10 | 25 |
Weight| 5 | 7 | 11 | 11 |
Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
Venom.
Equipped Abilities:
| HypnoFlash | HypnoFlash | HypnoFlash | HypnoFlash |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-4:
HypnoFlash
-------------------------------------------------------------------------------
Name: CommonMec Race/Gender: Mec TYPE 7 ID: 20
CommonMec is a dummy PC, meaning its data exists in the game, but it is not
normally recruitable.
Self-Development Abilities List:
Ability | Difficulty
HammerCrush | 14
CombatMastery | 17
SelfRepair | 20
ShootingMastery | 22
InterceptSystem | 26
Magnify | 28
Shock Soldier | 28
Shoot-All | 31
MecSonata | 35
PluralSlash | 36
INIT 1 INIT 2 INIT 3 INIT 4
HP | 105 + 25 | 105 + 125 | 105 + 125 | 105 + 125 |
LP | 20 | 20 | 20 | 20 |
WP | 40 | 40 | 40 | 40 |
JP | 0 | 0 | 0 | 0 |
STR | 20 + 15 | 20 + 15 | 20 + 15 | 20 + 15 |
QUI | 10 + 5 | 10 + 25 | 10 + 25 | 10 + 25 |
INT | 20 + 5 | 20 + 30 | 20 + 30 | 20 + 30 |
WIL | 10 + 15 | 10 + 15 | 10 + 15 | 10 + 15 |
PSY | 5 | 5 | 5 | 5 |
VIT | 15 + 10 | 15 + 10 | 15 + 10 | 15 + 10 |
CHA | 15 | 15 | 15 | 15 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------| MemoryBoard | MemoryBoard | MemoryBoard |
LOCKED| Hammer | Hammer | Hammer | Hammer |
LOCKED| MecBody | MecBody | MecBody | MecBody |
DEFenses:
S | 10 | 10 | 10 | 10 |
P | 15 | 15 | 15 | 15 |
B | 10 | 10 | 10 | 10 |
H | 10 | 10 | 10 | 10 |
C | 10 | 10 | 10 | 10 |
E | 5 | 5 | 5 | 5 |
F | 5 | 5 | 5 | 5 |
X | 5 | 5 | 5 | 5 |
Weight| 5 | 5 | 5 | 5 |
Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
Venom.
Equipped Abilities:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|
|----------------|----------------|----------------|
Abilities Known:
INIT 1-4:
-------------------------------------------------------------------------------
Name: EngineerCar Race/Gender: Mec TYPE 6 ID: 1f
Self-Development Abilities List:
Ability | Difficulty
ShootingMastery | 16
PluralSlash | 18
CombatMastery | 22
EnergySupply | 25
Shock Soldier | 27
Pop-Knight | 31
Shoot-All | 33
InterceptSystem | 36
INIT 1 INIT 2 INIT 3 INIT 4
HP | 120 + 100 | 120 + 100 | 120 + 200 | 120 + 200 |
LP | 20 | 20 | 20 | 20 |
WP | 75 | 75 | 75 | 75 |
JP | 0 | 0 | 0 | 0 |
STR | 15 | 15 | 15 | 15 |
QUI | 5 + 15 | 5 + 15 | 5 + 35 | 5 + 35 |
INT | 25 + 15 | 25 + 15 | 25 + 40 | 25 + 40 |
WIL | 35 + 15 | 35 + 15 | 35 + 15 | 35 + 15 |
PSY | 5 | 5 | 5 | 5 |
VIT | 15 | 15 | 15 | 15 |
CHA | 5 | 5 | 5 | 5 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------| MemoryBoard | MemoryBoard |
| NakajimaBoard2 | NakajimaBoard2 | NakajimaBoard2 | NakajimaBoard2 |
LOCKED|MachineVulcan 62|MachineVulcan 62|MachineVulcan 62|MachineVulcan 62|
LOCKED|RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |
LOCKED| Mini Plant | Mini Plant | Mini Plant | Mini Plant |
DEFenses:
S | 10 | 10 | 10 | 10 |
P | 15 | 15 | 15 | 15 |
B | 10 | 10 | 10 | 10 |
H | 10 | 10 | 10 | 10 |
C | 10 | 10 | 10 | 10 |
E | 5 | 5 | 5 | 5 |
F | 5 | 5 | 5 | 5 |
X | 5 | 5 | 5 | 5 |
Weight| 5 | 5 | 5 | 5 |
Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
Venom.
Equipped Abilities:
| Crosshair | Crosshair | Crosshair | Crosshair |
| RangeFire | RangeFire | RangeFire | RangeFire |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|
|----------------|----------------|
Abilities Known:
INIT 1-4:
Crosshair
RangeFire
-------------------------------------------------------------------------------
Name: Leonard Race/Gender: Mec TYPE 6 ID: 1b
Self-Development Abilities List:
Ability | Difficulty
ShootingMastery | 16
PluralSlash | 18
CombatMastery | 22
EnergySupply | 25
Shock Soldier | 27
Pop-Knight | 31
Shoot-All | 33
InterceptSystem | 36
INIT 1 INIT 2 INIT 3 INIT 4
HP | 125 + 100 | 125 + 100 | 125 + 225 | 125 + 225 |
LP | 20 | 20 | 20 | 20 |
WP | 80 | 80 | 80 | 80 |
JP | 0 | 0 | 0 | 0 |
STR | 15 | 15 | 15 | 15 |
QUI | 10 + 20 | 10 + 20 | 10 + 20 | 10 + 20 |
INT | 45 + 25 | 45 + 25 | 45 + 25 | 45 + 25 |
WIL | 5 | 5 | 5 + 20 | 5 + 20 |
PSY | 5 | 5 | 5 | 5 |
VIT | 10 | 10 | 10 + 20 | 10 + 20 |
CHA | 10 | 10 | 10 | 10 |
Equipped Items:
|----------------|----------------| Bolt Thrower | Bolt Thrower |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| MemoryBoard | MemoryBoard | MemoryBoard | MemoryBoard |
LOCKED| BeamSword | BeamSword | BeamSword | BeamSword |
LOCKED|RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |RepairPack [6b] |
LOCKED| Mini Plant | Mini Plant | Mini Plant | Mini Plant |
DEFenses:
S | 10 | 10 | 10 | 10 |
P | 15 | 15 | 15 | 15 |
B | 10 | 10 | 10 | 10 |
H | 10 | 10 | 10 | 10 |
C | 10 | 10 | 10 | 10 |
E | 5 | 5 | 5 | 5 |
F | 5 | 5 | 5 | 5 |
X | 5 | 5 | 5 | 5 |
Weight| 5 | 5 | 25 | 25 |
Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
Venom.
Equipped Abilities:
| HypnoFlash | HypnoFlash | HypnoFlash | HypnoFlash |
| EnergySupply | EnergySupply | EnergySupply | EnergySupply |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-4:
HypnoFlash
EnergySupply
-------------------------------------------------------------------------------
Name: PzkwV Race/Gender: Mec TYPE 5 ID: 1e
Self-Development Abilities List:
Ability | Difficulty
ShootingMastery | 13
Shoot-All | 23
InterceptSystem | 24
Magnify | 30
INIT 1 INIT 2 INIT 3 INIT 4
HP | 250 + 50 | 250 + 50 | 250 + 50 | 250 + 50 |
LP | 25 | 25 | 25 | 25 |
WP | 75 | 75 | 75 | 75 |
JP | 0 | 0 | 0 | 0 |
STR | 10 | 10 | 10 | 10 |
QUI | 5 | 5 | 5 | 5 |
INT | 5 | 5 | 5 | 5 |
WIL | 35 | 35 | 35 | 35 |
PSY | 1 | 1 | 1 | 1 |
VIT | 30 + 10 | 30 + 10 | 30 + 10 | 30 + 10 |
CHA | 10 | 10 | 10 | 10 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| Protector | Protector | Protector | Protector |
| Protector | Protector | Protector | Protector |
LOCKED|RailCannon [61] |RailCannon [61] |RailCannon [61] |RailCannon [61] |
LOCKED|AT Missile [5c] |AT Missile [5c] |AT Missile [5c] |AT Missile [5c] |
LOCKED| MicroMissile | MicroMissile | MicroMissile | MicroMissile |
LOCKED| FortBody | FortBody | FortBody | FortBody |
DEFenses:
S | 40 | 40 | 40 | 40 |
P | 60 | 60 | 60 | 60 |
B | 40 | 40 | 40 | 40 |
H | 30 | 30 | 30 | 30 |
C | 30 | 30 | 30 | 30 |
E | 15 | 15 | 15 | 15 |
F | 15 | 15 | 15 | 15 |
X | 15 | 15 | 15 | 15 |
Weight| 18 | 18 | 18 | 18 |
Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
Venom.
Equipped Abilities:
|ShootingMastery |ShootingMastery |ShootingMastery |ShootingMastery |
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-4:
ShootingMastery
-------------------------------------------------------------------------------
Name: Rabbit Race/Gender: Mec TYPE 2 ID: 1a
Self-Development Abilities List:
Ability | Difficulty
ShootingMastery | 11
CounterECM | 16
Magnify | 23
MaxwellProgram | 24
SatelliteLinker | 26
SelfRepair | 36
INIT 1 INIT 2 INIT 3 INIT 4
HP | 75 + 140 | 75 + 240 | 75 + 340 | 75 + 340 |
LP | 20 | 20 | 20 | 20 |
WP | 75 | 75 | 75 | 75 |
JP | 0 | 0 | 0 | 0 |
STR | 5 + 25 | 5 + 25 | 5 + 25 | 5 + 25 |
QUI | 20 + 10 | 20 + 30 | 20 + 45 | 20 + 45 |
INT | 25 | 25 + 25 | 25 + 25 | 25 + 25 |
WIL | 15 + 15 | 15 + 15 | 15 + 30 | 15 + 30 |
PSY | 10 | 10 | 10 | 10 |
VIT | 10 | 10 | 10 | 10 |
CHA | 20 | 20 | 20 | 20 |
Equipped Items:
| MissilePod | MissilePod | MissilePod | MissilePod |
| CombatSuit | CombatSuit | CombatSuit | CombatSuit |
|----------------|----------------| IonCannon | IonCannon |
|----------------|----------------|----------------|----------------|
|----------------| MemoryBoard | MemoryBoard | MemoryBoard |
LOCKED| LaserCannon | LaserCannon | LaserCannon | LaserCannon |
LOCKED| BitSystem | BitSystem | BitSystem | BitSystem |
LOCKED| ECM System | ECM System | ECM System | ECM System |
DEFenses:
S | 25 | 25 | 25 | 25 |
P | 30 | 30 | 30 | 30 |
B | 20 | 20 | 20 | 20 |
H | 30 | 30 | 30 | 30 |
C | 30 | 30 | 30 | 30 |
E | 15 | 15 | 15 | 15 |
F | 15 | 15 | 15 | 15 |
X | 15 | 15 | 15 | 15 |
Weight| 21 | 21 | 31 | 31 |
Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
Venom.
Equipped Abilities:
| Jammer | Jammer | Jammer | Jammer |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|
|----------------|----------------|----------------|
Abilities Known:
INIT 1-4:
Jammer
-------------------------------------------------------------------------------
Name: T260 Race/Gender: Mec TYPE 1 ID: 06
Self-Development Abilities List:
Ability | Difficulty
CombatMastery | 13
ShootingMastery | 18
PluralSlash | 22
MaxwellProgram | 28
Shock Soldier | 33
SelfRepair | 35
If you change T260's Body TYPE in her own Scenario, her Self-Development List
will change to that for the new Body TYPE.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 100 + 25 | 100 + 25 | 100 + 25 | 100 + 25 |
LP | 15 | 15 | 15 | 15 |
WP | 50 | 50 | 50 | 50 |
JP | 0 | 0 | 0 | 0 |
STR | 5 + 11 | 5 + 11 | 5 + 11 | 5 + 11 |
QUI | 5 + 6 | 5 + 6 | 5 + 6 | 5 + 6 |
INT | 5 | 5 | 5 | 5 |
WIL | 5 + 5 | 5 + 5 | 5 + 5 | 5 + 5 |
PSY | 5 | 5 | 5 | 5 |
VIT | 5 | 5 | 5 | 5 |
CHA | 5 + 1 | 5 + 1 | 5 + 1 | 5 + 1 |
Equipped Items:
| JunkBazooka | JunkBazooka | JunkBazooka | JunkBazooka |
| RepairKit | RepairKit | RepairKit | RepairKit |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
| JunkParts | JunkParts | JunkParts | JunkParts |
| JunkParts | JunkParts | JunkParts | JunkParts |
LOCKED| MecBody | MecBody | MecBody | MecBody |
DEFenses:
S | 10 | 10 | 10 | 10 |
P | 15 | 15 | 15 | 15 |
B | 10 | 10 | 10 | 10 |
H | 10 | 10 | 10 | 10 |
C | 10 | 10 | 10 | 10 |
E | 5 | 5 | 5 | 5 |
F | 5 | 5 | 5 | 5 |
X | 5 | 5 | 5 | 5 |
Weight| 10 | 10 | 10 | 10 |
Attribute Immunities: None.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
Venom.
Equipped Abilities:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Known:
INIT 1-4: None
-------------------------------------------------------------------------------
Name: ZEKE Race/Gender: Mec TYPE 3 ID: 1c
Self-Development Abilities List:
Ability | Difficulty
KAMIKAZE-Crush | 13
ShootingMastery | 16
CombatMastery | 21
PluralSlash | 27
InterceptSystem | 29
Shoot-All | 32
MecSonata | 37
INIT 1 INIT 2 INIT 3 INIT 4
HP | 100 + 175 | 100 + 200 | 100 + 200 | 100 + 325 |
LP | 15 | 15 | 15 | 15 |
WP | 30 | 30 | 30 | 30 |
JP | 0 | 0 | 0 | 0 |
STR | 15 | 15 | 15 | 15 |
QUI | 50 + 55 | 50 + 60 | 50 + 60 | 50 + 78 |
INT | 15 + 10 | 15 + 10 | 15 + 10 | 15 + 25 |
WIL | 15 + 10 | 15 + 15 | 15 + 30 | 15 + 33 |
PSY | 1 | 1 | 1 | 1 |
VIT | 5 + 10 | 5 + 5 | 5 + 5 | 5 + 5 |
CHA | 10 | 10 | 10 | 10 |
Equipped Items:
| AGUNI-SSP | AGUNI-SSP | AGUNI-SSP | AGUNI-SSP |
| EasyRifle | AGUNI-CP1 | KillerRifle | EagleGun |
|----------------|----------------|----------------| NakajimaBoard |
| NakajimaBoard | NakajimaBoard | NakajimaBoard | NakajimaBoard2 |
| JetBoots | JetBoots | JetBoots | JetBoots |
LOCKED|RailCannon [60] |RailCannon [60] |RailCannon [60] |RailCannon [60] |
LOCKED|AT Missile [5d] |AT Missile [5d] |AT Missile [5d] |AT Missile [5d] |
LOCKED| Accelerator | Accelerator | Accelerator | Accelerator |
DEFenses:
S | 17 | 17 | 17 | 17 |
P | 22 | 22 | 22 | 22 |
B | 17 | 17 | 17 | 17 |
H | 17 | 17 | 17 | 17 |
C | 17 | 17 | 17 | 17 |
E | 7 | 7 | 7 | 7 |
F | 12 | 12 | 12 | 12 |
X | 12 | 12 | 12 | 12 |
Weight| 17 | 13 | 30 | 17 |
Attribute Immunities: Ground.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Stone,
Venom.
Equipped Abilities:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|
Abilities Known:
INIT 1-4: None
-------------------------------------------------------------------------------
*********************
* PC Initial Data * [INITD05]
* --Monsters *
*********************
There are 8 Monster PCs in SaGa Frontier.
They are:
Cotton
Kylin
RedTurnip
Riki
Sei
Slime
Suzaku
Thunder
-------------------------------------------------------------------------------
Name: Cotton Race/Gender: Monster ID: 22
Form: Tidi
Note that the Tidi Form is unique to Cotton, and cannot ever be regained after
Transforming out of it.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 180 + 48 | 180 + 64 | 180 + 80 | 180 + 96 |
LP | 7 | 7 | 7 | 7 |
WP | 46 | 46 | 46 | 46 |
JP | 20 | 20 | 20 | 20 |
STR | 16 | 16 | 16 | 16 |
QUI | 31 | 31 | 31 | 31 |
INT | 12 | 12 | 12 | 12 |
WIL | 22 | 22 | 22 | 22 |
PSY | 13 | 13 | 13 | 13 |
VIT | 16 | 16 | 16 | 16 |
CHA | 21 | 21 | 21 | 21 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Hidden, Locked, and Form-dependent:
|CelestialLeather|CelestialLeather|CelestialLeather|CelestialLeather|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
DEFenses:
S | 24 | 24 | 24 | 24 |
P | 34 | 34 | 34 | 34 |
B | 34 | 34 | 34 | 34 |
H | 34 | 34 | 34 | 34 |
C | 34 | 34 | 34 | 34 |
E | 34 | 34 | 34 | 34 |
F | 24 | 24 | 24 | 24 |
X | 24 | 24 | 24 | 24 |
Weight| 4 | 4 | 4 | 4 |
Attribute Immunities: None (despite appearing to float).
Ailment Immunities: None.
Equipped Abilities:
| Assist | Assist | Assist | Assist |
| Heal | Heal | Heal | Heal |
| Needles | Needles | Needles | Needles |
| Supersonic | Supersonic | Supersonic | Supersonic |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Pre-Absorbed:
INIT 1:
Max HP: 228
Prime HP: 48
Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
Assist
BoomerangHook
CentipedeCrush
Deathsynthesis
DivingPress
Heal
Ignis
LifeRain
Needles
Photosynthesis
PoisonGun
Supersonic
INIT 2:
Max HP: 244
Prime HP: 64
Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+ BattleSong
MagneticStorm
SadSong
Silf
INIT 3:
Max HP: 260
Prime HP: 80
Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+ Quake
QuickSand
Rock
Tremor
INIT 4:
Max HP: 276
Prime HP: 96
Maximum Prime HP: 492 (Red); 488 (Riki); 484 (other scenario)
+ Da-dum
LightBall
Scream
Siren
-------------------------------------------------------------------------------
Name: Kylin Race/Gender: Monster ID: 24
Form: KylinJr
Note that Kylin's initial KylinJr Form has different LP, WP, JP, and hidden
equipment from what is normal for the KylinJr Form. These differences will
persist only until it Transforms for the first time. If Kylin then returns to
the KylinJr Form, it will have the normal stats and equipment.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 400 + 140 | 400 + 140 | 400 + 140 | 400 + 140 |
LP | 6 | 6 | 6 | 6 |
WP | 150 | 150 | 150 | 150 |
JP | 128 | 128 | 128 | 128 |
STR | 52 | 52 | 52 | 52 |
QUI | 71 | 71 | 71 | 71 |
INT | 90 | 90 | 90 | 90 |
WIL | 48 | 48 | 48 | 48 |
PSY | 70 | 70 | 70 | 70 |
VIT | 41 | 41 | 41 | 41 |
CHA | 82 | 82 | 82 | 82 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Hidden, Locked, and Form-dependent:
| FireLeather | FireLeather | FireLeather | FireLeather |
|CelestialLeather|CelestialLeather|CelestialLeather|CelestialLeather|
| FovosGrail | FovosGrail | FovosGrail | FovosGrail |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 41 | 41 | 41 | 41 |
P | 51 | 51 | 51 | 51 |
B | 51 | 51 | 51 | 51 |
H | 83 | 83 | 83 | 83 |
C | 51 | 51 | 51 | 51 |
E | 51 | 51 | 51 | 51 |
F | 41 | 41 | 41 | 41 |
X | 65 | 65 | 65 | 65 |
Weight| 8 | 8 | 8 | 8 |
Attribute Immunities: Ground, Gaze, Sonic, Throw, Water.
Ailment Immunities: Angry, Charm, Faint, Mess, Palsy, Sleep.
Equipped Abilities:
| VaporBlast | VaporBlast | VaporBlast | VaporBlast |
| Vanish | Vanish | Vanish | Vanish |
| ReverseGravity | ReverseGravity | ReverseGravity | ReverseGravity |
| LightShift | LightShift | LightShift | LightShift |
| DarkShift | DarkShift | DarkShift | DarkShift |
| Vortex | Vortex | Vortex | Vortex |
| Kylin'sSong | Kylin'sSong | Kylin'sSong | Kylin'sSong |
| Photosynthesis | Photosynthesis | Photosynthesis | Photosynthesis |
Abilities Pre-Absorbed:
INIT 1-4:
Max HP: 540, -> 544 after 1 battle.
Prime HP: 140, -> 144 after 1 battle.
Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
Assist
BattleSong
BoomerangHook
CentipedeCrush
Da-dum
Deathsynthesis
DivingPress
ElfShot
FireBreath
FlameBlast
GremlinTouch
HeatWave
Ignis
LifeRain
LightBall
Lullaby
Maelstrom
MagicHeal
MagneticStorm
MightyCyclone
Photosynthesis
PoisonGun
Quake
QuickSand
Rock
SacredSong
SadSong
Scream
Silf
Siren
Spoil
StunGaze
Supersonic
Tornado
Tremor
*Kylin'sSong
*Note that, due to a developer error, although Kylin has Kylin'sSong in its
Equipped Abilities, it is NOT initially counted toward its Prime HP. However,
this oversight will correct itself after Kylin participates in its first
battle, provided you don't absorb something that overwrites Kylin'sSong in that
battle.
-------------------------------------------------------------------------------
Name: RedTurnip Race/Gender: Monster ID: 27
Form: Mandrake
Note that RedTurnip's initial Mandrake Form has different BaseHP, LP, WP, JP,
QUI, and hidden equipment from what is normal for the Mandrake Form. These
differences will persist only until it Transforms for the first time. If
RedTurnip then returns to the Mandrake Form, or if any other Monster PC gets
the Mandrake Form, it will have the normal stats and equipment.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 160 + 100 | 160 + 100 | 160 + 100 | 160 + 100 |
LP | 10 | 10 | 10 | 10 |
WP | 32 | 32 | 32 | 32 |
JP | 0 | 0 | 0 | 0 |
STR | 17 | 17 | 17 | 17 |
QUI | 15 | 15 | 15 | 15 |
INT | 25 | 25 | 25 | 25 |
WIL | 32 | 32 | 32 | 32 |
PSY | 29 | 29 | 29 | 29 |
VIT | 23 | 23 | 23 | 23 |
CHA | 25 | 25 | 25 | 25 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Hidden, Locked, and Form-dependent:
| BeastLeather | BeastLeather | BeastLeather | BeastLeather |
| Protector | Protector | Protector | Protector |
| LeatherGlove | LeatherGlove | LeatherGlove | LeatherGlove |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 20 | 20 | 20 | 20 |
P | 31 | 31 | 31 | 31 |
B | 26 | 26 | 26 | 26 |
H | 11 | 11 | 11 | 11 |
C | 19 | 19 | 19 | 19 |
E | 9 | 9 | 9 | 9 |
F | 9 | 9 | 9 | 9 |
X | 9 | 9 | 9 | 9 |
Weight| 10 | 10 | 10 | 10 |
Attribute Immunities: Sonic.
Ailment Immunities: None.
Equipped Abilities:
| Bloodsucker | Bloodsucker | Bloodsucker | Bloodsucker |
| BrainCrush | BrainCrush | BrainCrush | BrainCrush |
| SleepGas | SleepGas | SleepGas | SleepGas |
| Scream | Scream | Scream | Scream |
| Fang | Fang | Fang | Fang |
| SeedVulcan | SeedVulcan | SeedVulcan | SeedVulcan |
| Ink | Ink | Ink | Ink |
| ElfShot | ElfShot | ElfShot | ElfShot |
Abilities Pre-Absorbed:
INIT 1-4:
Max HP: 260, -> 272 after 1 battle.
Prime HP: 100, -> 112 after 1 battle.
Maximum Prime HP: 484
BattleSong
BoomerangHook
BrainCrush
CentipedeCrush
Da-dum
DivingPress
ElfShot
Fang
Ignis
LifeRain
LightBall
Lullaby
Maelstrom
MagneticStorm
PoisonGun
Quake
QuickSand
Rock
SadSong
Scream
Silf
Siren
SleepGas
Supersonic
Tremor
*Bloodsucker
*Ink
*SeedVulcan
*Note that, due to multiple developer errors, although RedTurnip has
Bloodsucker, Ink, and SeedVulcan in its Equipped Abilities, they are NOT
initially counted toward its Prime HP. However, this oversight will correct
itself after RedTurnip participates in its first battle, provided you don't
absorb something that overwrites Bloodsucker, Ink, or SeedVulcan in that
battle.
-------------------------------------------------------------------------------
Name: Riki Race/Gender: Monster ID: 07
Form: Lummox (Green)
Note that the Lummox (Green) Form is unique to Riki, and cannot ever be
regained after Transforming out of it.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 60 + 12 | 60 + 28 | 60 + 44 | 60 + 60 |
LP | 10 | 10 | 10 | 10 |
WP | 16 | 16 | 16 | 16 |
JP | 12 | 12 | 12 | 12 |
STR | 8 | 8 | 8 | 8 |
QUI | 8 | 8 | 8 | 8 |
INT | 8 | 8 | 8 | 8 |
WIL | 8 | 8 | 8 | 8 |
PSY | 8 | 8 | 8 | 8 |
VIT | 8 | 8 | 8 | 8 |
CHA | 8 | 8 | 8 | 8 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Hidden, Locked, and Form-dependent:
| BeastLeather | BeastLeather | BeastLeather | BeastLeather |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
DEFenses:
S | 6 | 6 | 6 | 6 |
P | 12 | 12 | 12 | 12 |
B | 12 | 12 | 12 | 12 |
H | 2 | 2 | 2 | 2 |
C | 12 | 12 | 12 | 12 |
E | 2 | 2 | 2 | 2 |
F | 2 | 2 | 2 | 2 |
X | 2 | 2 | 2 | 2 |
Weight| 4 | 4 | 4 | 4 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| Tail | Tail | Tail | Tail |
| TailHit | TailHit | TailHit | TailHit |
| Heal | Heal | Heal | Heal |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Pre-Absorbed:
INIT 1:
Max HP: 72
Prime HP: 12
Maximum Prime HP: 488 (Riki); 480 (other scenario); 476 (Emelia)
Heal
Tail
TailHit
INIT 2:
Max HP: 88
Prime HP: 28
Maximum Prime HP: 488 (Riki); 480 (other scenario)
+ BoomerangHook
CentipedeCrush
Deathsynthesis
Photosynthesis
INIT 3:
Max HP: 104
Prime HP: 44
Maximum Prime HP: 492 (Riki); 484 (other scenario)
+ DivingPress
Ignis
LifeRain
PoisonGun
INIT 4:
Max HP: 120
Prime HP: 60
Maximum Prime HP: 492 (Riki); 484 (other scenario)
+ BattleSong
MagneticStorm
SadSong
Silf
-------------------------------------------------------------------------------
Name: Sei Race/Gender: Monster Male ID: 23
Form: DeathLord
Note that Sei's initial DeathLord Form has different WP, JP, and hidden
equipment from what is normal for the DeathLord Form. These differences will
persist only until he Transforms for the first time. If Sei then returns to the
DeathLord Form, he will have the normal stats and equipment, which notably
include much-improved DEFenses.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 240 + 204 | 240 + 204 | 240 + 204 | 240 + 204 |
LP | 4 | 4 | 4 | 4 |
WP | 99 | 99 | 99 | 99 |
JP | 66 | 66 | 66 | 66 |
STR | 41 | 41 | 41 | 41 |
QUI | 34 | 34 | 34 | 34 |
INT | 34 | 34 | 34 | 34 |
WIL | 40 | 40 | 40 | 40 |
PSY | 34 | 34 | 34 | 34 |
VIT | 44 | 44 | 44 | 44 |
CHA | 40 | 40 | 40 | 40 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Hidden, Locked, and Form-dependent:
| SkeleMail | SkeleMail | SkeleMail | SkeleMail |
| SkeleMail | SkeleMail | SkeleMail | SkeleMail |
| KrisKnife | KrisKnife | KrisKnife | KrisKnife |
| Mizukagami | Mizukagami | Mizukagami | Mizukagami |
DEFenses:
S | 35 | 35 | 35 | 35 |
P | 67 | 67 | 67 | 67 |
B | 11 | 11 | 11 | 11 |
H | 21 | 21 | 21 | 21 |
C | 45 | 45 | 45 | 45 |
E | 45 | 45 | 45 | 45 |
F | 21 | 21 | 21 | 21 |
X | 51 | 51 | 51 | 51 |
Weight| 16 | 16 | 16 | 16 |
Attribute Immunities: Gaze, Water.
Ailment Immunities: Angry, Blind, Charm, Faint, Mess, Palsy, Sleep, Venom.
Equipped Abilities:
| Kusanagi | Kusanagi | Kusanagi | Kusanagi |
| HPDrain | HPDrain | HPDrain | HPDrain |
| MinionStrike | MinionStrike | MinionStrike | MinionStrike |
| SacredSong | SacredSong | SacredSong | SacredSong |
| Deathsynthesis | Deathsynthesis | Deathsynthesis | Deathsynthesis |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Pre-Absorbed:
INIT 1-4:
Max HP = 444, -> 448 after 1 battle.
Prime HP: 204, -> 208 after 1 battle.
Maximum Prime HP: 496 (Red/Riki); 492 (other scenario)
Assist
BattleSong
Beak
Beat
Bloodsucker
BoomerangHook
BrainCrush
CentipedeCrush
CharmGaze
Da-dum
DaggerJaw
DeathGaze
Deathsynthesis
DivingPress
DoubleAxe
ElfShot
Fang
FangCrush
Grasp
GremlinTouch
HeatWave
Horn
HPDrain
Hypnotism
Ignis
LifeRain
LightBall
Lullaby
Maelstrom
MagicHeal
MagneticStorm
MightyCyclone
MinionStrike
Petrify
Photosynthesis
PoisonGun
Quake
QuickSand
Rock
SacredSong
SadSong
Scream
Silf
Siren
Spoil
StoneGaze
StunGaze
Supersonic
Thrust
Tornado
Tremor
*Kusanagi
*Note that, due to a developer error, although Sei has Kusanagi in his Equipped
Abilities, it is NOT initially counted toward his Prime HP. However, this
oversight will correct itself after Sei participates in his first battle,
provided you don't absorb something that overwrites Kusanagi in that battle.
-------------------------------------------------------------------------------
Name: Slime Race/Gender: Monster ID: 25
Form: Slime
Note that the Slime Form is unique to the PC Slime, and cannot ever be regained
after Transforming out of it.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 90 + 40 | 90 + 40 | 90 + 40 | 90 + 40 |
LP | 10 | 10 | 10 | 10 |
WP | 26 | 26 | 26 | 26 |
JP | 28 | 28 | 28 | 28 |
STR | 8 | 8 | 8 | 8 |
QUI | 6 | 6 | 6 | 6 |
INT | 7 | 7 | 7 | 7 |
WIL | 22 | 22 | 22 | 22 |
PSY | 24 | 24 | 24 | 24 |
VIT | 28 | 28 | 28 | 28 |
CHA | 4 | 4 | 4 | 4 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Hidden, Locked, and Form-dependent:
| SlimyArmor | SlimyArmor | SlimyArmor | SlimyArmor |
| SlimyArmor | SlimyArmor | SlimyArmor | SlimyArmor |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
DEFenses:
S | 16 | 16 | 16 | 16 |
P | 32 | 32 | 32 | 32 |
B | 64 | 64 | 64 | 64 |
H | 16 | 16 | 16 | 16 |
C | 16 | 16 | 16 | 16 |
E | 16 | 16 | 16 | 16 |
F | 16 | 16 | 16 | 16 |
X | 16 | 16 | 16 | 16 |
Weight| 8 | 8 | 8 | 8 |
Attribute Immunities: Gaze, Throw, Water.
Ailment Immunities: None.
Equipped Abilities:
| Solvent | Solvent | Solvent | Solvent |
| HPDrain | HPDrain | HPDrain | HPDrain |
| Spoil | Spoil | Spoil | Spoil |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Pre-Absorbed:
INIT 1-4:
Max HP: 130, -> 134 after 1 battle.
Prime HP: 40, -> 44 after 1 battle.
Maximum Prime HP: 492 (Red); 484 (other scenario)
BoomerangHook
CentipedeCrush
Deathsynthesis
DivingPress
Ignis
LifeRain
Photosynthesis
PoisonGun
Solvent
Spoil
*HPDrain
*Note that, due to a developer error, although Slime has HPDrain in its
Equipped Abilities, it is NOT initially counted toward its Prime HP. However,
this oversight will correct itself after Slime participates in its first
battle, provided you don't absorb something that overwrites HPDrain in that
battle.
-------------------------------------------------------------------------------
Name: Suzaku Race/Gender: Monster ID: 26
Form: SuzakuJr
Note that the initial stats and equipment for Suzaku's SuzakuJr Form are quite
different from what is normal for the SuzakuJr Form. This initial variant is
unique to the PC Suzaku and will persist only until it Transforms for the first
time. If Suzaku then returns to the SuzakuJr Form, or if any other Monster PC
gets the SuzakuJr Form, it will have the normal stats and equipment.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 440 + 140 | 440 + 140 | 440 + 140 | 440 + 140 |
LP | 8 | 8 | 8 | 8 |
WP | 108 | 108 | 108 | 108 |
JP | 0 | 0 | 0 | 0 |
STR | 62 | 62 | 62 | 62 |
QUI | 80 | 80 | 80 | 80 |
INT | 56 | 56 | 56 | 56 |
WIL | 71 | 71 | 71 | 71 |
PSY | 68 | 68 | 68 | 68 |
VIT | 64 | 64 | 64 | 64 |
CHA | 80 | 80 | 80 | 80 |
Equipped Items:
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Hidden, Locked, and Form-dependent:
| FireLeather | FireLeather | FireLeather | FireLeather |
|CelestialLeather|CelestialLeather|CelestialLeather|CelestialLeather|
| Protector | Protector | Protector | Protector |
|----------------|----------------|----------------|----------------|
DEFenses:
S | 50 | 50 | 50 | 50 |
P | 65 | 65 | 65 | 65 |
B | 60 | 60 | 60 | 60 |
H | 99 | 99 | 99 | 99 |
C | 55 | 55 | 55 | 55 |
E | 55 | 55 | 55 | 55 |
F | 45 | 45 | 45 | 45 |
X | 45 | 45 | 45 | 45 |
Weight| 12 | 12 | 12 | 12 |
Attribute Immunities: Ground.
Ailment Immunities: None.
Equipped Abilities:
| FireBarrier | FireBarrier | FireBarrier | FireBarrier |
| FireBreath | FireBreath | FireBreath | FireBreath |
| Wing | Wing | Wing | Wing |
| GliderSpike | GliderSpike | GliderSpike | GliderSpike |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Pre-Absorbed:
INIT 1-4:
Max HP: 580
Prime HP: 140
Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
ArcticBreath
BattleSong
BoltBlast
BoltBreath
BoomerangHook
CentipedeCrush
Da-dum
Deathsynthesis
DivingPress
ElfShot
FireBarrier
FireBreath
FlameBlast
GasFlame
GliderSpike
Ignis
Ink
Kusanagi
LifeRain
LightBall
Lullaby
Maelstrom
MagneticStorm
Photosynthesis
PoisonGun
Quake
QuickSand
Rock
SadSong
Scream
Silf
Siren
Supersonic
Tremor
Wing
-------------------------------------------------------------------------------
Name: Thunder Race/Gender: Monster ID: 21
Form: Ogre
Note that Thunder's initial Ogre Form has different BaseHP, WP, STR, and CHA
from what is normal for the Ogre Form. These differences will persist only
until it Transforms for the first time. If Thunder then returns to the Ogre
Form, or if any other Monster PC gets the Ogre Form, it will have the normal
stats.
INIT 1 INIT 2 INIT 3 INIT 4
HP | 180 + 48 | 180 + 48 | 180 + 48 | 180 + 48 |
LP | 10 | 10 | 10 | 10 |
WP | 36 | 36 | 36 | 36 |
JP | 28 | 28 | 28 | 28 |
STR | 25 | 25 + 5 | 25 + 10 | 25 + 15 |
QUI | 11 | 11 | 11 | 11 |
INT | 16 | 16 | 16 | 16 |
WIL | 12 | 12 | 12 | 12 |
PSY | 20 | 20 | 20 | 20 |
VIT | 24 | 24 | 24 | 24 |
CHA | 6 | 6 | 6 | 6 |
Equipped Items:
|----------------| FangAmulet | FangAmulet | FangAmulet |
|----------------|----------------| FangAmulet | FangAmulet |
|----------------|----------------|----------------| FangAmulet |
|----------------|----------------|----------------|----------------|
Hidden, Locked, and Form-dependent:
| BeastLeather | BeastLeather | BeastLeather | BeastLeather |
| Protector | Protector | Protector | Protector |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
DEFenses:
S | 16 | 17 | 18 | 19 |
P | 27 | 28 | 29 | 30 |
B | 22 | 23 | 24 | 25 |
H | 7 | 13 | 19 | 25 |
C | 17 | 23 | 29 | 35 |
E | 7 | 13 | 19 | 25 |
F | 7 | 8 | 9 | 10 |
X | 7 | 13 | 19 | 25 |
Weight| 8 | 10 | 12 | 14 |
Attribute Immunities: None.
Ailment Immunities: None.
Equipped Abilities:
| BoltBreath | BoltBreath | BoltBreath | BoltBreath |
| GroundHit | GroundHit | GroundHit | GroundHit |
| Dash | Dash | Dash | Dash |
| Feint | Feint | Feint | Feint |
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
|----------------|----------------|----------------|----------------|
Abilities Pre-Absorbed:
INIT 1-4:
Max HP: 228
Prime HP: 48
Maximum Prime HP: 496 (Red); 492 (Riki); 488 (other scenario)
BoltBreath
BoomerangHook
CentipedeCrush
Dash
Deathsynthesis
DivingPress
Feint
GroundHit
Ignis
LifeRain
Photosynthesis
PoisonGun
-------------------------------------------------------------------------------
**********************
* Avoiding Attacks * [AVOID01]
**********************
This section is still under construction. Most of the data is here, but I
haven't had time yet to write detailed explanations or analyses.
*********************************************
* Avoiding Attacks * [AVOID02]
* --Ability Elements & Evasion Data Chart *
*********************************************
This is an expansion of my old Ability Elements Chart.
I personally translated all of this from the game's data and made it into this
chart for ease of reference. With it, you can see in what ways it is possible
to avoid every Ability in the game.
Prior to a previous release, I had found that certain Abilities (e.g. LifeSteal
and FireKiss) were not actually vulnerable to certain Evade/Counters, despite
being listed as vulnerable in the game's data, but at the time, I didn't know
why. I've figured it out now, and as you might expect, it's a bug.
One of the conditions for many of the Evade/Counters is that the Ability must
have only 1 Target this time, even if it is capable of targeting more than one
at once. Well, Abilities which drain an Opponent to heal the Actor (e.g.
LifeSteal and FireKiss) always actually have at least 2 Targets: the Opponent,
who gets hurt, AND the Actor, who gets healed.
If the developers had not intended for these drain-Abilities to be vulnerable
to 1-Target Evade/Counters, they presumably wouldn't have bothered to set those
vulnerabilities in the data for those Abilities, which is why I say this is a
bug. Instead of restricting Evade/Counter activation on the basis of the
number of TOTAL Targets, they should have done it on the basis of only the
number of OPPONENT Targets. Oops.
This bug should affect all the drain-Abilities (Bloodsucker{08a}, Grasp,
GhostTouch, FireKiss, HPDrain, PowerGrab, BloodSucker{1b3}, Lord'sDinner, and
LifeSteal), but I haven't tested them all to be absolutely certain.
Similarly, Death and Deathcurse should be affected, since they always count the
Actor as a Target, in case they need to reduce the Actor's LP for failing to
reduce an Opponent Target's LP (yes, the Actor IS considered a Target even if
s/he takes no LP damage).
KAMIKAZE-Crush should be affected as well, since the Actor needs to be a Target
in order to damage its own LP.
KaiserSmash is also definitely affected (I tested it), because, somewhat
similarly to KAMIKAZE-Crush, its EP (3e) was apparently originally intended to
do a "sacrifice" attack, in which the Actor willingly damages himself (HP only,
in this case) in the process of attacking an Opponent. This concept was later
changed to a normal attack, but instead of removing the Actor as a Secondary
Target, they just made the Actor Immune to his own attack, which is why you
can't see any on-screen indication that he's attacking himself, even though he
technically still is. ShadowCounter, which also uses EP 3e, would have been
affected as well, but it was never intended to be vulnerable to any of the
1-Target Evade/Counters anyway.
Similar to KaiserSmash, the EP 3f Abilities Al-Phoenix, Re-Al-Phoenix, and
DeflectLance, which were all supposed to be vulnerable to ReactionShot and
GlassShield, actually aren't. As with EP 3e, EP 3f was also apparently
originally intended to do a "sacrifice" attack, and was later changed to a
normal attack, again merely by making the Actor Immune to his own attack
instead of actually removing the Actor as a Secondary Target.
-------------------------------------------------------------------------------
Ability: Name of the Ability.
---
Elements:
S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status
---
Shld: Vulnerability to Shield Block. SMALLER number gives better Chance to
Block:
U = Unblockable
4 = 1/4 Chance
2 = 1/2 Chance
1 = Full Chance
* = Listed in the data as Blockable, but actually not, because no Shield can
Block its Element (Status)
---
Evd/Ctr: Vulnerability to Evade/Counter Abilities.
C: Contact (vulnerable to Godless, Kasumi, InterceptSystem, BervaCounter,
Barriers)
D: Vulnerable to Deflect, LightSword Deflect, CrossDeflect, SwayBack(inc Berva)
K: Vulnerable to KO Throw, and is Contact
T: Vulnerable to DragonTurn, and is Contact
R: Vulnerable to ReactionShot
G: Vulnerable to GlassShield, ShadowServant
W: Vulnerable to WallRune (i.e. is Piercing)
P: Vulnerable to PsychicPrison/BackFire
*: Listed in the data as Vulnerable to the Evade/Counter for this column, but
actually not, because this Ability ALWAYS has more than 1 Target.
---
Alw: Does the Ability Allow or prevent the use of certain Evasions?
b: Prevent user from Shield Blocking
S: Allow user to use Sword Evasions (Deflect, Kasumi)
M: Allow Martial Arts Evasions (SwayBack, KO Throw, DragonTurn)
---
Attrib: Attributes, primarily used to determine Immunity.
G: Ground
Z: Gaze
S: Sonic
W: Water
T: Throw
A: Anti-Air
---
Dodge: Notes which Dodge Ability Dodges this Ability, if any.
I list [ECM] for the EP 08 (Missile) Abilities for ease of reference, but be
aware that ECM actually causes Missiles to Miss, not be Dodged, and ECM does
not work simply by having it Equipped--it must first be used (and its effect
can be removed if CounterECM is used afterwards), after which it will cause ALL
Missiles used by anyone in that battle to Miss, NOT just those aimed at the ECM
Actor, or even just that Actor's Allies.
-------------------------------------------------------------------------------
Ability Elements & Evasion Data Chart
by Zaraktheus
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Slash |S-------|---1 CD--RG-- -S-|------|
StunSlash |S-------|---1 CD--RG-- -S-|------|
DoubleSlash |S-------|---1 CD--RG-- -S-|------|
HardSlash |S-B-----|---1 CD--RG-- -S-|------|
Thrust |SP------|-4-- CD--RGW- bS-|------|
CrossSlash |S-------|-4-- CD--RG-- bS-|------|
Smash |S-B-----|---1 CD--RG-- -S-|------|
SwallowSwing |S-------|---1 ----RG-- -S-|-----A|
ThunderThrust |SP---E--|-4-- CD--RGW- bS-|------|
Heaven/Hell |S-------|--2- CD--RG-- -S-|------|
WheelSlash |S-------|---1 -D--RG-- -S-|------|
WillowBranch |SP------|--2- CD--RGW- -S-|------|
Deflect |--------|---- -------- -S-|------|
BearCrush |S-B-----|---1 CD--RG-- -S-|------|
DeadEnd |SP------|--2- CD--RGW- -S-|------|
HeadWind |S-------|--2- CD--RG-- -S-|------|
TripleThrust |SP------|-4-- -----GW- bS-|------|
Kasumi |SPBHCEF-|U--- -------- -S-|------|
NoMoment |S-B-----|U--- -------- -S-|------|
GaleSlash |SP------|---1 ----RGW- -S-|-----A| DodgeGale
2GaleSlash |SP------|---1 ----RGW- bS-|-----A| DodgeGale
Still Stream |S-------|U--- CD--RG-- -S-|------|
TurbidCurrent |S-------|---1 -------- -S-|------|
CrossDeflect |--------|---- -------- bS-|------|
RisingNova |S--H----|--2- CD--RG-- -S-|------|
RosarioImpale |SP------|---1 -----GW- -S-|------|
TwinSword |S-------|---1 CD--RG-- -S-|------|
Haze-to-Wheel |S-------|---1 -------- -S-|------|
LifeSprinkler |S-------|U--- -------- -S-|------|
Godless |SPBHCEF-|U--- -------- -S-|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Asura |S-------|---1 -----G-- -S-|------|
AsuraRevenge |S-----F-|U--- -------- -S-|------|
MoonlightCut |S-------|-4-- CD--RG-- -S-|------|
ShadowCounter |S-------|---1 -------- -S-|------|
Blizzard |S---C---|U--- ----RG-- -S-|------|
Tres Flores |S-------|---1 CD--RG-- -S-|------|
Katana |S-------|---1 CD--RG-- -S-|------|
RaySword |S-----F-|---1 CD--RG-- -S-|------|
KaiserWing |SP------|---1 ----RGW- -S-|------|
KaiserSmash |S-B-----|---1 **--**-- -S-|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
DestructionBeam |-----EF-|---1 ----RG-- ---|------| Evasion Laser
MaginRampage |S-B-----|U--- -------- ---|------|
ClawBit |SP------|---1 ------W- ---|------|
ClawBit |-------X|---- -------- ---|------|
ClawBit |SP------|U--- ------W- ---|------|
ClawBit |-------X|---- -------- ---|------|
Counter |SPBHCEFX|---- -------- ---|------|
CounterChop |SPBHCEFX|---- -------- ---|------|
CounterFist |SPBHCEFX|---- -------- ---|------|
CounterBckFist |SPBHCEFX|---- -------- ---|------|
CounterThrust |SPBHCEFX|---- -------- ---|------|
CounterSlice |SPBHCEFX|---- -------- ---|------|
KO Punch |SPBHCEFX|---- -------- ---|------|
KO Kick |SPBHCEFX|---- -------- ---|------|
KO Fist |SPBHCEFX|---- -------- ---|------|
KO Kicks |SPBHCEFX|---- -------- ---|------|
KO Swing |SPBHCEFX|---- -------- ---|------|
KO Run |SPBHCEFX|---- -------- ---|------|
DragonBeat |SPBHCEFX|---- -------- ---|------|
DragonSlide |SPBHCEFX|---- -------- ---|------|
DragonFist |SPBHCEFX|---- -------- ---|------|
DragonBckFist |SPBHCEFX|---- -------- ---|------|
DragonSuplex |SPBHCEFX|---- -------- ---|------|
DragonSwing |SPBHCEFX|---- -------- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Shot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
SharpShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
FocusShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
TotalShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
TrickShot |-P------|---1 ----RGW- ---|------| Evasion Bullet
ReactionShot |-P------|U--- -D--RG-- ---|------| Evasion Bullet
StunShot |-P------|U--- ----R-W- ---|G-----| Evasion Bullet
CrossShot |-P------|---1 -D--RGW- ---|------| Evasion Bullet
BoundShot |-P------|U--- ----RGW- ---|------| Evasion Bullet
QuickDraw |-P------|---1 -D--RGW- ---|------|
Twogun |-P------|---1 -D--RGW- ---|------|
TestShot |-P------|U--- ------W- ---|------|
IronclogShot |-PB-----|---1 -D--RGW- ---|------|
HyperGaze |-------X|U--- -----G-- ---|-Z----| DodgeGaze
JudgementX |---HCE--|U--- -----G-- ---|------|
ProtonRocket |-PBH----|U--- -D---GW- ---|------| Evasion Rocket
MysticalChange |--------|---- -------- ---|------|
AlkaiserChange |--------|---- -------- ---|------|
MagmaTouch |-------X|---* CD---G-- ---|------|
MagicStone |---HCE--|--2- -----G-- ---|------|
SonicWave |------F-|--2- -----G-- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
BrightFist |--B---F-|---1 CD--RG-- ---|------|
SparklingRoll |--B---F-|---1 -D--RG-- ---|------|
FlashTurn |--B---F-|---1 ----RG-- ---|------|
Al-Blaster |-PB-----|U--- ----RGW- ---|------|
Al-Phoenix |-P----F-|U--- ----**W- ---|------|
Re-Al-Phoenix |-P----F-|U--- ----**W- ---|------|
ShiningKick |--B---F-|---1 -D--RG-- ---|------|
DeflectLance |-P------|U--- ----**W- ---|------|
FinalCrusade |-------X|---- -------- ---|------|
Dark Phoenix |-P----F-|U--- ------W- ---|------|
LightningWeb |-----E--|U--- -------- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Punch |--B-----|---1 CDK-RG-- --M|------|
Kick |--B-----|---1 CD-TRG-- --M|------|
AirThrow |--B-----|U--- ----R--- b-M|----T-|
Chop |--B-----|---1 CDK-RG-- --M|------|
Sliding |--B-----|---1 CD-TRG-- --M|G-----|
RollingCradle |--B-----|U--- CDK-R--- b-M|----T-|
SwayBack |--------|---- -------- --M|------|
Fist |-PB---F-|--2- ----RGW- --M|------|
Backfist |--B-----|--2- CDK-RG-- --M|------|
CrushBeat |--B-----|---1 CDK-RG-- --M|------|
Rotation Kick |--B-----|---1 CD-TRG-- --M|------|
KO Throw |SPBHCEF-|U--- -------- --M|------|
Suplex |--B-----|U--- ----RG-- b-M|----T-|
GiantSwing |--B-----|U--- ----RG-- b-M|----T-|
GoldHand |--B---F-|--2- ----RG-- --M|------|
BabelCrumble |--B-----|U--- ----R--- b-M|----T-|
TriangleKick |-PB---F-|-4-- ----RGW- --M|------|
OgreRun |--B-----|---1 ----RG-- --M|G-----|
Scuffle |--B-----|-4-- ----RG-- b-M|------|
LocomotionG |--B-----|U--- ----RG-- b-M|----T-|
DragonTurn |SPBHCEF-|U--- -------- --M|------|
Lastshot |--B-----|U--- -------- --M|------|
Corkscrew |--B-----|-4-- -------- --M|------|
SkyTwister |--B---F-|U--- CDK-RG-- --M|------|
DSC |--B-----|U--- -------- --M|----T-|
Contact |--B-----|U--- -------- --M|------|
Shock |-------X|U--- -------- --M|------|
Beat |--B-----|---1 CD--RG-- --M|------|
Touch |--B-----|U--- -------- --M|------|
SwingDDT |--B-----|U--- ----RG-- --M|----T-|
VandalFlip |--B-----|U--- ----RG-- --M|----T-|
PowerBomb |--B-----|U--- ----RG-- --M|----T-|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Fang |S-------|---1 CD--RG-- ---|------|
FangCrush |S-------|---1 CD--RG-- ---|------|
DaggerJaw |SPBHCEF-|-4-- CD--RGW- ---|------|
Beak |SP------|---1 CD--RGW- ---|------|
Horn |SP------|---1 CD--RGW- ---|------|
StunGaze |-------X|---* -------- ---|-Z----| DodgeGaze
CharmGaze |-------X|---* -------- ---|-Z----| DodgeGaze
StoneGaze |-------X|---* -------- ---|-Z----| DodgeGaze
DeathGaze |-------X|---* -------- ---|-Z----| DodgeGaze
Hypnotism |-------X|---* -------- ---|-Z----|
Bloodsucker |------F-|---1 **--**-- ---|------| DodgeDrain
Grasp |------F-|U--- -*---*-- ---|------|
Petrify |S-B-----|---1 CD--RG-- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
DoubleAxe |S-------|---1 CD--RG-- ---|------|
BrainCrush |S-B-----|---1 CD--RG-- ---|------|
Beat |--B-----|---1 CDK-RG-- ---|------|
Scissors |S-B-----|---1 CDK-RG-- ---|------|
PowerBeat |--B-----|---1 CDK-RG-- ---|------|
Psychout |-------X|---* ----RG-- ---|------|
Chop |-PB-----|---1 CDK-RGW- ---|------|
Feeler |--B-----|-4-- CDK-RG-- ---|------|
Claw |S-------|---1 CDK-RG-- ---|------|
DeathGrip |S-------|---1 CDK-RG-- ---|------| DodgeDeathGrip
PoisonGrip |S-B-----|---1 CDK--G-- ---|------|
GhostTouch |------F-|---1 ***--*-- ---|------| DodgeTouch
DeathTouch |-------X|---* CDK--G-- ---|------| DodgeTouch
StunTouch |-------X|---* CDK--G-- ---|------| DodgeTouch
Blade |S-------|---1 CDK-RG-- ---|------|
GaleAttack |SP------|---1 -D--RGW- ---|-----A| DodgeGale
GroundHit |S-B-----|---1 CDK-RG-- ---|------|
HeatSmash |S--H----|---1 CDK-RG-- ---|------|
IceSmash |S---C---|---1 CDK-RG-- ---|------|
TitasWave |S-B-----|---1 -----G-- ---|--S---|
Thrust |SP------|---1 CDK-RGW- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Kick |--B-----|---1 CD-TRG-- ---|------|
Trample |--B-----|---1 -D---G-- ---|------| DodgeSmash
GriffithScratch |S-B-----|---1 CD-T-G-- ---|------|
Tail |--B-----|---1 CD-TRG-- ---|G-----| DodgeTail
TailHit |--B-----|---1 CD-T-G-- ---|G-----| DodgeTail
Sweep |-------X|---* CD-TRG-- ---|G-----|
SpinAttack |--B-----|U--- -------- ---|------|
Stinger |-P------|--2- -D---GW- ---|------| DodgeNeedle
PoisonNeedle |-P------|--2- -D---GW- ---|------| DodgeNeedle
Feint |-------X|---* -D---G-- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
MinionStrike |--B-----|---1 -D--RG-- ---|------|
Heal |-------X|---- -------- ---|------|
Coils |--B-----|---1 CD--RG-- ---|------|
Tackle |--B-----|---1 CD--RG-- ---|------| DodgeTackle
Dash |--B-----|---1 CD--RG-- ---|------| DodgeTackle
Headbutt |--B-----|---1 CD---G-- ---|------| DodgeTackle
Stampede |--B-----|---1 CD---G-- ---|------|
Wing |SP------|---1 -D---GW- ---|------| DodgeWing
GliderSpike |-P------|---1 -D--RGW- ---|------| DodgeWing
Oscillation |------F-|---1 -D---G-- ---|--S---|
FireKiss |--B---F-|---1 **---*-- ---|------| DodgeDrain
Spore |------F-|---1 -D---G-- ---|------| DodgePowder
SeedVulcan |-P------|---1 -D---GW- ---|------|
Solvent |------F-|---1 -----G-- ---|---W--|
Needles |-P------|---1 -D--RGW- ---|------| DodgeNeedle
FireBarrier |---H----|U--- -------- ---|------|
IceBarrier |----C---|U--- -------- ---|------|
BoltBarrier |-----E--|U--- -------- ---|------|
CounterFear |-------X|U--- -------- ---|------|
PsyReflecter |-------X|U--- -------- ---|------|
Kusanagi |S----E--|---1 -D---G-- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
GasFlame |---H----|---1 -----G-- ---|------|
FireBreath |---H----|---1 -----G-- ---|------|
FlameBlast |---H----|---1 -----G-- ---|------|
ArcticBreath |----C---|---1 -----G-- ---|------|
BoltBreath |-----E--|---1 -----G-- ---|------|
BoltBlast |-----E--|---1 -----G-- ---|------|
Ink |------F-|---1 -----G-- ---|---W--|
WaterCannon |-PB-----|---1 -----GW- ---|---W--|
StinkGas |------F-|---1 -----G-- ---|------|
PoisonGas |------F-|---1 -----G-- ---|------|
StoneGas |------F-|---1 -----G-- ---|------|
SleepGas |------F-|---1 -----G-- ---|------|
TripGas |------F-|---1 -----G-- ---|------|
MadAttack |--B-----|---1 -----G-- ---|------|
BeetleJuice |------F-|---1 -----G-- ---|---W--|
AcidBreath |------F-|---1 -----G-- ---|---W--|
DeadlyMoss |-------X|---* -----G-- ---|------| DodgePowder
SphinxRiddle |-------X|---* -----G-- ---|------| DodgeRiddle
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Kylin'sSong |--------|---- -------- ---|--S---|
HPDrain |------F-|---1 ----**-- ---|------| DodgeDrain
Seduction |-------X|---* ----RG-- ---|------| DodgeSeduction
Pheromone |-------X|---* ----RG-- ---|------| DodgeSeduction
Flash |-------X|---* ----RG-- ---|------| DodgeFlash
SpiderNet |-------X|---* ----RG-- ---|------| DodgeNet
BladeNet |S-------|---1 ----RG-- ---|------| DodgeNet
Ectoplasnet |-------X|---* ----RG-- ---|------| DodgeNet
Thunderbolt |-----E--|---1 ----RG-- ---|------| DodgeThunder
PainPowder |------F-|---1 ----RG-- ---|------| DodgePowder
PoisonMist |-------X|---* ----RG-- ---|------|
IllStorm |-------X|---* ----RG-- ---|------|
Windblast |-P----F-|---1 ----RGW- ---|------|
Tornado |-P----F-|---1 ----RGW- ---|------|
SacredSong |------F-|---1 ----RG-- ---|--S---|
MagicHeal |-------X|---- -------- ---|------|
Assist |-------X|---- -------- ---|------|
Spoil |-------X|---* ----RG-- ---|------|
GremlinTouch |--B---F-|---1 CD--RG-- ---|------| DodgeTouch
HeatWave |---H----|---1 ----RG-- ---|------|
MightyCyclone |--B-----|---1 ----RG-- ---|----T-|
Maelstrom |------F-|---1 ----RG-- ---|---W--|
ElfShot |-P----F-|---1 -D--RGW- ---|------|
Supersonic |------F-|---1 ----RG-- ---|--S---|
Lullaby |-------X|---* ----RG-- ---|--S---|
Scream |------F-|---1 ----RG-- ---|--S---|
Siren |------F-|---1 ----RG-- ---|--S---|
Da-dum |--------|---- -------- ---|--S---|
LightBall |------F-|---1 ----RG-- ---|------|
Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor
Quake |--B-----|U--- ----RG-- ---|G-----| DodgeTremor
QuickSand |--B-----|U--- ----RG-- ---|G-----|
Rock |--B-----|---1 ----RG-- ---|------| DodgeRock
MagneticStorm |-----EF-|---1 ----RG-- ---|------|
BattleSong |-------X|U--- -------- ---|--S---|
SadSong |-------X|U--- -------- ---|--S---|
Silf |----CE--|---1 ----RG-- ---|------|
Ignis |---H----|---1 ----RG-- ---|------|
LifeRain |-------X|---- -------- ---|------|
DivingPress |--B-----|U--- -D--RG-- ---|------| DodgeSmash
PoisonGun |------F-|---1 ----RG-- ---|---W--|
CentipedeCrush |--B-----|U--- -------- ---|------| DodgeTackle
BoomerangHook |--B-----|---1 CDK-RG-- ---|------|
Photosynthesis |--------|---- -------- ---|------|
Deathsynthesis |--------|---- -------- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
SunRay |---H----|---1 ----RG-P b--|------|
StarlightHeal |-------X|---- -------P b--|------|
FlashFire |---H----|U--- ----RG-P b--|------|
FlashFlood |-------X|U--- ----RG-P b--|---W--|
LightSword |-------X|---- -------P b--|------|
MegaWindblast |---HCE--|---1 ----RG-P b--|------|
Kyon'sSmile |S-------|---1 CD--RG-P ---|------|
Salamander |---H----|---1 CD--RG-P ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
PowerGrab |------F-|---1 ----**-P b--|------|
Hidebehind |-------X|U--- ----RG-P b--|------|
ShadowNet |-------X|U--- ----RG-P b--|------|
Kyon'sSmile |S-------|U--- -------P b--|------|
DarkSphere |------F-|U--- ----RG-P b--|------|
ShadowServant |-------X|---- -------P b--|------|
FireySpirit |-------X|---- -------P b--|------|
Macumba |-------X|U--- -------P b--|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
VaporBlast |-P------|U--- ----RGWP b--|-----A|
Vanish |-------X|U--- ----RG-P b--|------|
ReverseGravity |--B-----|U--- ----R--P b--|------|
LightShift |-------X|---- -------P b--|------|
DarkShift |-------X|---- -------P b--|------|
Vortex |-------X|U--- -------P b--|------|
SatelliteBeam |-P---E--|U--- ------WP b--|------|
Graviton |---HCEF-|---1 ----RG-P b--|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
DelayOrder |-------X|---* ----RG-P b--|------|
TimeLeap |-------X|U--- ----RG-P b--|------|
ChaosStream |------F-|U--- ----RG-P b--|------|
TimeEclipse |------F-|U--- ----RG-P b--|------|
TimeTwister |--------|---- -------P b--|------|
OverDrive |--------|---- -------P b--|------|
Revolution9 |-------X|---- -------P b--|------|
Revolution9 |----C--X|U--- -------P b--|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
EnergyChain |------F-|---1 ----RG-P b--|------|
Implosion |---H----|---1 ----RG-P b--|------|
PsychoArmor |-------X|---- -------P b--|------|
Gate |--------|---- -------P b--|------|
PsychicPrison |--------|---* ----RG-P b--|------|
VermilionSand |-P----F-|-4-- ----RGWP b--|------|
Regeneration |--------|---- -------P b--|------|
BackFire |------F-|U--- -------P b--|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Fascination |-------X|---* ----RG-P b--|------|
PhantasmShot |SP------|---1 ----RGWP b--|------|
GlassShield |-------X|---- -------P b--|------|
PhantasmShot |SP------|---1 ----RGWP b--|------|
MirrorShade |--------|---- -------P b--|------|
Selection |-------X|U--- -------P b--|------|
BrokenGlass |S-------|---- -------P b--|------|
BrokenGlass |--------|U--- -------P b--|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
MindHeal |-------X|---- -------P b--|------|
Spellbound |-------X|---* ----RG-P b--|------|
Evaporate |-------X|---- -------P b--|------|
IronPole |--B-----|U--- -------P b--|------|
Lifewave |------FX|U--- ----RG-P b--|------|
Awakening |-------X|---- -------P b--|------|
Yell |-------X|---- -------P b--|--S---|
Drunk |--------|U--- -------P b--|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
RavaShot |------F-|---1 ----RG-P b--|------|
PainDoubler |--------|---* ----RG-P b--|------|
Deathcurse |-------X|U--- ----*--P b--|------|
SharpPain |-------X|---* ----RG-P b--|------|
RavaBarrire |-------X|---- -------P b--|------|
MagiDefense |------F-|---1 ----RG-P b--|------|
RavaBarrire |----C--X|U--- -------P b--|------|
Possession |-------X|U--- -------P ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Saber |SP------|---1 ----RGWP b--|------|
Shield |-------X|---- -------P b--|------|
Grail |-------X|---- -------P b--|------|
Gold |-------X|---* ----RG-P b--|------|
Magician |-------X|---- -------P b--|------|
Death |-------X|U--- ----*--P b--|------|
Tower |-----E--|---1 ----RG-P b--|------|
Fool |--------|U--- -------P b--|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
VictoryRune |-------X|---- -------P b--|------|
VitalityRune |-------X|---- -------P b--|------|
HideRune |-------X|---- -------P b--|------|
FreedomRune |-------X|---- -------P b--|------|
WallRune |-------X|---- -------P b--|------|
DwarfRune |-------X|---* ----RG-P b--|------|
StasisRune |--------|U--- -------P b--|------|
SoulRune |--------|---- -------P b--|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Sacrifice |-------X|---- -------P b--|------|
Reviva |-------X|---- -------P b--|------|
DirtyFang |S-------|---1 CD--RG-- ---|------|
ElementDissolve |-------X|---* CD--RG-- ---|------|
BraveHeart |-------X|---- -------- ---|------|
Enemy Fire |-P------|--2- CD--RGWP ---|------|
Reviva |-------X|---- -------P ---|------|
CounterMagician |-------X|U--- -------P ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
BlackCat |------F-|---1 ----RG-P b--|------|
Nightmare |------F-|---1 ----RG-P b--|------|
Jackal |------F-|---1 ----RG-P b--|------|
Cockatrice |------F-|---1 ----RG-P b--|------|
Reaper |------F-|---1 ----RG-P b--|------|
MillionDollers |SP-H----|---1 -D--RGW- ---|------|
ShadowHold |-------X|---* ----RG-- ---|------|
SilverFang |S-------|---1 CD--RG-P ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
DodgeDrain |-------X|---- -------- ---|------|
DodgeTouch |-------X|---- -------- ---|------|
DodgeGale |-------X|---- -------- ---|------|
DodgeSmash |-------X|---- -------- ---|------|
DodgeTail |-------X|---- -------- ---|------|
DodgeNeedle |------F-|---- -------- ---|------|
DodgeTackle |------F-|---- -------- ---|------|
DodgeWing |------F-|---- -------- ---|------|
DodgePowder |-------X|---- -------- ---|------|
DodgeRiddle |-------X|---- -------- ---|------|
DodgeSeduction |-------X|---- -------- ---|------|
DodgeFlash |-------X|---* ----RG-- ---|------|
DodgeNet |-------X|---- -------- ---|------|
DodgeThunder |-------X|---- -------- ---|------|
DodgeTremor |-------X|---- -------- ---|------|
DodgeRock |-------X|---- -------- ---|------|
DodgeGaze |-------X|---- -------- ---|------|
DodgeDeathGrip |-------X|---- -------- ---|------|
Kyon'sSmile |-------X|---- -------- ---|------|
Kyon'sSmile |-------X|---- -------- ---|------|
Kyon'sSmile |-------X|---- -------- ---|------|
Evasion Laser |S-------|---- -------- ---|------|
Evasion Rocket |S-------|---- -------- ---|------|
Evasion Bullet |S-------|---- -------- ---|------|
Virus |S-------|---- -------- ---|------|
Kyon'sSmile |S-------|---- -------- ---|------|
ShootingMastery |S-------|---- -------- ---|------|
CombatMastery |S-------|---- -------- ---|------|
TigerProgram |S-------|---- -------- ---|------|
DragonProgram |S-------|---- -------- ---|------|
MaxwellProgram |S-------|---- -------- ---|------|
SelfRepair |S-------|---- -------- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Blaster |-----EF-|---1 ----RG-- ---|------| Evasion Laser
BlasterSword |S-----F-|---1 CD--RG-- ---|------|
Paralyzer |-------X|---* ----RG-- ---|------|
SonicBlaster |------F-|---1 ----RG-- ---|--S---|
WaterCannon |-PB-----|---1 -D--RGW- ---|---W--|
BeamCannon |---H----|---1 ----RG-- ---|------|
Magnablast |-----E--|---1 ----RG-- ---|------|
Vulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet
BoltCannon |-----E--|---1 ----RG-- ---|------|
FlameThrower |---H----|---1 ----RG-- ---|------|
BoltThrower |-----E--|---1 ----RG-- ---|------|
PlasmaBullet |-----EF-|---1 ----RG-- ---|------|
HE-Rocket |-PBH----|U--- -D--RGW- ---|------| Evasion Rocket
RandomBaz |-PBH----|U--- -D--RGW- ---|------| Evasion Rocket
Missile |-PBH----|U--- -D--RGW- ---|------| [ECM]
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
MecSonata |------F-|---1 ----RG-- ---|--S---|
BeamSword |S--H--F-|---1 CD--RG-- ---|------|
ECM |-------X|---- -------- ---|------|
Hammer |--B-----|---1 CD--RG-- ---|------|
StarlightShower |--BH-EF-|---1 ----RG-- ---|------|
KAMIKAZE-Crush |--BH-E--|U--- -----*-- ---|------|
AT-Missile |-PBH----|U--- -D--RGW- ---|------| [ECM]
MicroMissile |-PBH----|U--- -D--RGW- ---|------| [ECM]
InterceptSystem |SPBHCEF-|U--- -------- ---|------|
RailCannon |-PB-----|---1 -D--RGW- ---|------|
MachineVulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet
Shock Soldier |SPB-----|---1 ----RGW- ---|G-----| Evasion Bullet
Pop-Knight |SPB-----|---1 ----RGW- ---|-----A| Evasion Bullet
Laser |------F-|---1 ----RG-- ---|------| Evasion Laser
Graviton |------F-|---1 ----RG-- ---|------| Evasion Laser
Bit |-------X|U--- -------- ---|------| Evasion Laser
SatelliteLinker |-------X|---- -------- ---|------|
RepairPack |------F-|---- -------- ---|------|
CosmicRave |--BH-EF-|---1 ----RG-- ---|------|
LogicBomb |-------X|---* -D--RG-- ---|------|
Jammer |-------X|---* ----RG-- ---|------|
HypnoFlash |-------X|---* ----RG-- ---|------| DodgeFlash
PluralSlash |S--H--F-|---1 CD--RG-- ---|------|
CounterECM |-------X|U--- -------- ---|------|
V-MAX |-------X|---- -------- ---|------|
Crosshair |-P------|---1 -D--RGW- ---|------|
RangeFire |-P------|---1 -D--RGW- ---|------|
Magnify |------F-|U--- ----RG-- ---|------| Evasion Laser
V-END |-------X|---- -------- ---|------|
HammerCrush |--B-----|---1 CD--RG-- ---|------|
EnergySupply |-------X|---- -------- ---|------|
Shoot-All |-P-H----|U--- ------W- ---|------|
GhostCannon |------F-|---1 ----RG-- ---|------| Evasion Laser
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
MysticSword |S-----F-|---1 -D--RG-- ---|------|
Needle |-P------|---1 -D--RGW- ---|------| DodgeNeedle
Lance |-P------|---1 CD--RGW- ---|------|
BloodSucker |------F-|---1 -*--**-- ---|------|
Blade |S-------|---1 CD--RG-- ---|------|
MagicHeal |------F-|---- -------- ---|------|
GremlinEffect |--B-----|---1 CD--RG-- ---|------|
Hypnotism |-------X|---* -D--RG-- ---|------|
FireBreath |---H----|---1 ----RG-- ---|------|
Oscillation |------F-|---1 ----RG-- ---|--S---|
PsyNet |-------X|---* ----RG-- ---|------|
HeatSmash |S--H----|---1 CD--RG-- ---|------|
Flash |-------X|---* ----RG-- ---|------| DodgeFlash
GriffithScratch |S-------|---1 CD--RG-- ---|------|
Portrait |-------X|---* CD--RG-- ---|------|
Portrait |-------X|---* CD--RG-- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
MysticGlove |--B---F-|---1 -D--RG-- ---|------|
Da-dum |-------X|---- -------- ---|--S---|
WaterCannon |-PB-----|---1 -D--RGW- ---|---W--|
DeadlyPowder |------F-|---1 -D--RG-- ---|------| DodgePowder
Spoil |-------X|---* ----RG-- ---|------|
PoisonusBlow |--B-----|---1 CD--RG-- ---|------|
Feeler |--B-----|---1 CD--RG-- ---|------|
Psych-out |-------X|---* CD--RG-- ---|------|
SpreadBlaster |---H-E--|---1 ----RG-- ---|------| Evasion Laser
HellWing |SP------|---1 ----RGW- ---|------| DodgeWing
GrapeShot |-P------|---1 -D--RGW- ---|------|
ArcticBreath |----C---|---1 ----RG-- ---|------|
IceSmash |S---C---|---1 CD--RG-- ---|------|
Crystalizer |------F-|---1 ----RG-- ---|------|
TigerRampage |--B---F-|--2- CD--RG-- ---|------|
TigerRampage |--B---F-|--2- CD--RG-- ---|------|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
MysticBoots |--B---F-|---1 ----RG-- ---|------|
Sweep |-------X|---* ----RG-- ---|G-----|
PowerKick |--B-----|---1 CD--RG-- ---|------|
ThunderBall |-----E--|---1 ----RG-- ---|------|
BladeNet |S-----F-|---1 ----RG-- ---|------| DodgeNet
Assist |-------X|---- -------- ---|------|
Spiders |SPB-----|---1 -D--RGW- ---|G-----|
Suffocation |-------X|---* ----RG-- ---|------|
Tremor |--B-----|U--- ----RG-- ---|G-----| DodgeTremor
MysteryTap |-------X|U--- ----R--- ---|------|
Quicksand |------F-|U--- ----R--- ---|G-----|
Thunderbolt |-----E--|---1 ----RG-- ---|------| DodgeThunder
Assasinate |S-------|U--- ----R--- ---|------|
TitasWave |S-B-----|---1 ----RG-- ---|--S---|
Ability Elements Shld Evd/Ctr Alw Attrib Dodge
|SPBHCEFX|U421 CDKTRGWP bSM|GZSWTA|
Portrait |-------X|---* CD--RG-- ---|------|
Shoot-All |--BH----|--2- -----G-- ---|------|
Bit |-----E--|U--- -------- ---|------|
PoisonDamage |-------X|U--- -------- ---|------|
PowerSave |-------X|---- -------- ---|------|
BervaCounter |SPBHCEF-|U--- -------- ---|------|
MoonScraper |------F-|U--- -----G-- ---|------|
GodHand |--BH----|---1 C---RG-- ---|------|
LordCannon |--BHCE--|---1 -D--RG-- ---|------|
Lord'sDinner |-------X|U--- -------- ---|------|
Vulcan |-P------|---1 -D--RGW- ---|------| Evasion Bullet
ChainHeat |S-------|---1 -----G-- ---|------|
IronBall |--B-----|-4-- -D--RG-- ---|------|
Retribution |-----EF-|--2- -----G-- ---|------|
SpaceContact |-------X|U--- -------- ---|------|
Carnage |------F-|--2- -----G-- ---|------|
Hypnotism |-------X|U--- -------- ---|-Z----|
LifeSteal |-------X|---* *----*-- ---|------|
HyperBazooka |-P-H----|U--- ------W- ---|------| Evasion Rocket
BusterLauncher |------F-|U--- -------- ---|------|
Smile |-------X|U--- -------- ---|------|
3Mistresses |------F-|U--- -----G-- ---|------|
AntiStone |------F-|---- -------- ---|------|
Sabers |S-------|U--- -----G-- ---|------|
Call |-------X|U--- ----R--- ---|------|
Runaway |--------|---- -------- ---|------|
StunNeedle |-P------|---1 -D--RGW- ---|------|
Salmonella |-------X|-*-- -D--RG-- ---|------|
FlashBomb |-------X|---* ----RG-- ---|------|
MagicStone |---HCE--|--2- -----G-- ---|------|
FinalStrike |S--H--F-|U--- -------- ---|------|
Trample |--B-----|---1 ----RG-- ---|------| DodgeSmash
HeavyRailCannon |-PB-----|---1 -D---GW- ---|------|
Defense |--------|---- -------- ---|------|
-------------------------------------------------------------------------------
****************************
* Avoiding Attacks * [AVOID03]
* --Attribute Immunities *
****************************
Basically, if an attack uses any of the following Attributes:
Ground
Gaze
Sonic
Water
Throw
and the Target is Immune to that Attribute, the attack will not affect the
Target in any way, including damage, status ailments, and even beneficial
effects. If an attack uses multiple Attributes, the Target only needs to be
Immune to at least one of them in order to be Immune to the entire attack.
However, if an attack is a Subsequent Ability in a Combo, it will completely
ignore any Immunity the Target might have and instead take full effect, as if
the Target was not Immune.
Avoiding an attack via Throw Immunity is displayed as a "Miss", although it
really isn't. Avoiding an attack via the other Immunities is simply displayed
as an absence of anything happening.
The oddball Attribute is Anti-Air, which the game lumps together with the other
Attributes, but which actually indicates a Vulnerability rather than an
Immunity. If an attack uses Anti-Air and the Target is Vulnerable to it, the
Target will have its DEFense treated as 0 against that attack, no matter how
high it was.
Attribute Immunity is checked before Evasions (see below). If the Target is
Immune to an Attribute used by the attack, no further checks are made for
Evasions, Dodge Abilities, etc.
************************
* Avoiding Attacks * [AVOID04]
* --Evasions Summary *
************************
I hope to include simpler explanations and more detailed analysis for this
section in the future. For now, here are the rules governing Evasion
eligibility and activation probability.
The Evasions are presented in the order in which they are checked. Once any
Evasion is determined to be successful, that's the one that will be used, and
no others are checked.
First, a list of the Status Ailments that prevent many Evasions:
Incapacitating/Befuddling Status Ailments:
Angry
Charm
Dead (0 LP)
Faint (0 HP)
Mess (all colors)
Palsy
Sleep
Stasis
Stone
Stun
Second, if an attack is a Subsequent Ability in a Combo, ALL of the following
Evasions are completely ignored. The checks for them are bypassed, which has
the same effect as causing them to automatically fail.
-------------------------------------------------------------------------------
PsychicPrison/BackFire
What the Actor must do:
1: Be under PsychicPrison.
2: Use an Ability vulnerable to PsychicPrison/BackFire as a normal Action (i.e.
not as a counterattack, automatic Regeneration, etc). This means any Spell
from any School, including "hidden Spells" and the item-inherent Ability
SilverFang, but not including DirtyFang, ElementDissolve, BraveHeart,
MillionDollers, and ShadowHold, the other item-inherent Abilities whose IDs
just happen to be lumped in with the Life and Mirage Magic Spells. All
other Abilities from ID 100--15f (the 12 Schools of Magic) are vulnerable--
even buffs, heals, and other non-offensive Spells. This technically
includes several Abilities (such as BackFire itself, Regeneration,
BrokenGlass, etc) which cannot legitimately be used as normal Actions, but
that fact would only matter if you hacked the game to be able to use them.
PsychicPrison/BackFire has a 100% activation rate against applicable Abilities.
It will prevent all effects of the Ability and instead counterattack the Actor
with BackFire, but it only works once.
The damage from BackFire is:
JP = Final JP Cost (after -1 for Mastery, if appropriate) of the Spell that
triggered PsychicPrison/BackFire. A few of the "hidden Spells" cost WP,
instead, so for them, this will be WP Cost.
Damage = (100 * JP) + rand(0...25)
--------------------
ReactionShot
What the Target and/or any Ally of the Target must do:
1: Choose ReactionShot.
2: Not be under any incapacitating/befuddling status ailments.
3: Have and expend sufficient WP (3).
--Technically must also have chosen to use a Gun this turn; Gun must also be
from Equipment slots 1-8, rather than 9-10.
What the Actor must do:
1: Use an ability that is vulnerable to ReactionShot and which is attacking
only 1 Target this time, even if it is capable of attacking more than one at
once.
Activation Probability:
S = ReactionShotter's Current STR (base value, modified by equipment, mystic
absorbs, and any buffs/debuffs from the current battle)
Q = ReactionShotter's Current QUI (base value, modified by equipment, mystic
absorbs, and any buffs/debuffs from the current battle)
V = ReactionShotter's Current VIT (base value, modified by equipment, mystic
absorbs, and any buffs/debuffs from the current battle)
C = Chance.
(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 12%--31%, depending on Stats.
Multiple ReactionShots (by multiple participants only) CAN activate in response
to the same attack!
--------------------
WallRune
What the Target must do:
1: Have WallRune active.
What the Actor must do:
1: Use an attack that includes Piercing element.
WallRune has a 100% activation rate against applicable attacks, and will
prevent all effects of the attack, but it only works once! If you want to
block another attack with WallRune, you have to cast it all over again!
--------------------
GlassShield
What the Target must do:
1: Have GlassShield active.
What the Actor must do:
1: Use an attack that is vulnerable to GlassShield and which is attacking only
1 Target this time, even if it is capable of attacking more than one at
once.
BrokenGlass Counterattack
What the Actor must do:
1: Use an attack that is vulnerable to GlassShield and is Contact and which is
attacking only 1 Target this time, even if it is capable of attacking more
than one at once.
GlassShield has a 100% activation rate against applicable attacks, and will
prevent all effects of the attack, but it only works once. BrokenGlass will
counterattack the Actor if the attack also has the Contact property.
--------------------
ShadowServant
What the Target must do:
1: Have ShadowServant active.
What the Actor must do:
1: Use an attack that is vulnerable to ShadowServant.
ShadowServant has a 100% activation rate against applicable attacks, and will
prevent all effects of the attack, but it only works once. I expect most
people would prefer if it didn't block attacks at all, since doing so destroys
the ShadowServant, and the main reason people cast it is to double their
attacks.
--------------------
Shield Block
What the Target must do:
1: Have a Shield equipped. If multiple Shields are equipped, only the one
closest to the top of the Equip Items Menu can be used to Block.
2: Not choose an ability that prevents Shield Blocking.
3: Not be under any incapacitating/befuddling status ailments.
What the Actor must do:
1: Use an attack that is Blockable and which uses at least one element that the
Target's Shield can Block.
Even if an attack is Blockable, there are three different degrees of
Blockability that affect the Chance to Block it: Full, Half, and Fourth.
B = Shield's Block value
D = Degree of Blockability: Full = 1, Half = 2, Fourth = 4
C = Chance
(B / D) = C
If rand(0...62) < C, succeed.
Always round down after any division operation.
Shield ---BR--- ----BR%---- Elements Notes
| 1| 2| 4| 1 | 2 | 4 |SPBHCEFX|
DurahanShield |22|11| 5|35%|17%| 8%|SPBHCEF-| +5 STR & VIT for H/M/M
DragonShield |20|10| 5|32%|16%| 8%|SPBHCE--|
Mizukagami |24|12| 6|38%|19%|10%|SPBH----| Immunity to Water
GenbuShield |24|12| 6|38%|19%|10%|SPB-C---| Immunity to Water
ExcelShield |28|14| 7|44%|22%|11%|SPB-----|
WonderBangle |62|31|15|98%|49%|24%|-P------|
ShellShield |16| 8| 4|25%|13%| 6%|SPB-----|
Buckler |20|10| 5|32%|16%| 8%|S-B-----|
BR: Block Rate. The Chance out of 63 (round fractions down) of Blocking an
attack.
The "1" column is for attacks which are Fully Blockable.
The "2" column is for attacks which are 1/2 Blockable.
The "4" column is for attacks which are 1/4 Blockable.
BR%: Block Rate again, now expressed as a percentage Chance to Block, for ease
of understanding.
The "1" column is for attacks which are Fully Blockable.
The "2" column is for attacks which are 1/2 Blockable.
The "4" column is for attacks which are 1/4 Blockable.
Elements: An attack can only be Blocked if it uses at least one Element that
this shield can Block.
Yes, the Chance really is out of 63 (not 64). Yes, that probably is a
developer error.
--------------------
Godless
What the Target must do:
1: Choose Godless from the menu of any Sword except the RaySword or LightSword.
(Equipment slots 9-10 are the actual problem)
--or Spark Godless
2: Not be under any incapacitating/befuddling status ailments.
3: Have and expend sufficient WP (5), unless Sparking it.
--Technically must also have chosen to use an item from slots 1-8, but not
necessarily a sword(!).
What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
time, even if it is capable of attacking more than one at once.
Activation Probability:
S = Target's Current STR (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
C = Chance.
(S + Q + V + 50) / 4 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 12%--86%, depending on Stats.
--------------------
Kasumi
What the Target must do:
1: Have Kasumi equipped.
2: Choose an ability that allows Sword Evasions from the menu of any Sword
except the RaySword or LightSword. (Equipment slots 9-10 are the actual
problem)
--or Spark Kasumi
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (4), unless Sparking it.
--Technically must also have chosen to use an item from slots 1-8, but not
necessarily a sword(!).
What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
time, even if it is capable of attacking more than one at once.
Activation Probability:
S = Target's Current STR (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
C = Chance.
(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 12%--31%, depending on Stats.
--------------------
InterceptSystem
What the Target must do:
1: Have InterceptSystem equipped.
2: Not be under any incapacitating/befuddling status ailments.
What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
time, even if it is capable of attacking more than one at once.
Activation Probability:
S = Target's Current STR (base value, modified by equipment and any
buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment and any
buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment and any
buffs/debuffs from the current battle)
C = Chance.
(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 12%--31%, depending on Stats.
--------------------
KO Throw
What the Target must do:
1: Have KO Throw equipped.
2: Choose an ability that allows Martial Arts Evasions.
--or Spark KO Throw
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (2), unless Sparking it.
What the Actor must do:
1: Use an attack that is vulnerable to KO Throw and is Contact and which is
attacking only 1 Target this time, even if it is capable of attacking more
than one at once.
Activation Probability:
S = Target's Current STR (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
C = Chance.
(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 12%--31%, depending on Stats.
--------------------
DragonTurn
What the Target must do:
1: Have DragonTurn equipped.
2: Choose an ability that allows Martial Arts Evasions.
--or Spark DragonTurn
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (3), unless Sparking it.
What the Actor must do:
1: Use an attack that is vulnerable to DragonTurn and is Contact and which is
attacking only 1 Target this time, even if it is capable of attacking more
than one at once.
Activation Probability:
S = Target's Current STR (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
C = Chance.
(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 12%--31%, depending on Stats.
--------------------
BervaCounter
What the Target must do:
1: Basically, be Berva and be at a certain point in the fight.
What the Actor must do:
1: Use an attack that is Contact and which is attacking only 1 Target this
time, even if it is capable of attacking more than one at once.
BervaCounter has a 100% activation rate against applicable attacks.
--------------------
Deflect
What the Target must do:
1: Not be under any incapacitating/befuddling status ailments, even if
his/her/its Allies are clean and should logically be able to Deflect for
him/her/it.
What the Target and/or any Ally of the Target must do:
1: Have Deflect equipped.
2: Choose an ability that allows Sword Evasions.
--or Spark Deflect
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (1), unless Sparking it.
5: Be close enough (Distance <= 96, not that that will mean anything to anyone
who's not using a debugger to watch the game's internal coordinates) to the
Target to Deflect for him/her/it (or just be the Target).
--Technically must also have chosen to use an item from slots 1-10, but not
necessarily a sword(!).
What the Actor must do:
1: Use an attack that is vulnerable to Deflect and which is attacking only 1
Target this time, even if it is capable of attacking more than one at once.
Activation Probability:
S = Deflecter's Current STR (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
Q = Deflecter's Current QUI (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
V = Deflecter's Current VIT (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
C = Chance.
(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 12%--31%, depending on Stats.
--------------------
LightSword Deflect
What the Target must do:
1: Not be under any incapacitating/befuddling status ailments, even if
his/her/its Allies are clean and should logically be able to Deflect for
him/her/it.
What the Target and/or any Ally of the Target must do:
1: Have used the spell LightSword in a previous round of this battle.
--actually, you technically just need to have a LightSword in slot 10, but
that's the only legitimate way to get one there.
2: Not be under any incapacitating/befuddling status ailments.
3: Be close enough (Distance <= 96, not that that will mean anything to anyone
who's not using a debugger to watch the game's internal coordinates) to the
Target to Deflect for him/her/it (or just be the Target).
What the Actor must do:
1: Use an attack that is vulnerable to Deflect and which is attacking only 1
Target this time, even if it is capable of attacking more than one at once.
Activation Probability:
I = Deflecter's Current INT (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
W = Deflecter's Current WIL (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
P = Deflecter's Current PSY (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
C = Chance.
((I + W + P + 200) / 16) + 10 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 22%--41%, depending on Stats.
Yes, LightSword Deflect is based on mental stats rather than physical, but it
also comes with a built-in +10 bonus compared to regular Deflect. Also,
remember that having the LightSword equipped boosts all of your stats from
STR--CHA by 10, so that will further improve the Activation rate (both for
LightSword Deflect and any other Evasions based on stats).
Normal Deflect and LightSword Deflect DO stack. The game checks normal Deflect
first, and if that fails, you get another chance with LightSword Deflect if you
have that as well. Normal Deflect still requires you to have chosen a Sword
Ability this turn though, while LightSword Deflect does not.
LightSword Deflect also has no WP Cost or Requirement.
--------------------
CrossDeflect
What the Target must do:
1: Have at least two Swords equipped.
2: Choose CrossDeflect from the menu of any Sword except the RaySword or
LightSword. (Equipment slots 9-10 are the actual problem)
--or Spark CrossDeflect
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (1), unless Sparking it.
--Technically must also have chosen to use an item from slots 1-8, but not
necessarily a sword(!).
What the Actor must do:
1: Use an attack that is vulnerable to CrossDeflect and which is
attacking only 1 Target this time, even if it is capable of attacking more
than one at once.
Activation Probability:
S = Target's Current STR (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
C = Chance.
(S + Q + V + 50) / 4 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 12%--86%, depending on Stats.
--------------------
SwayBack
What the Target must do:
1: Have SwayBack equipped.
2: Choose an ability that allows Martial Arts Evasions.
--or Spark SwayBack
3: Not be under any incapacitating/befuddling status ailments.
4: Have and expend sufficient WP (1), unless Sparking it.
What the Actor must do:
1: Use an attack that is vulnerable to SwayBack and which is attacking only 1
Target this time, even if it is capable of attacking more than one at once.
Activation Probability:
S = Target's Current STR (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
Q = Target's Current QUI (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
V = Target's Current VIT (base value, modified by equipment, mystic absorbs,
and any buffs/debuffs from the current battle)
C = Chance.
(S + Q + V + 200) / 16 = C
If rand(0...99) < C, succeed.
Always round down after any division operation.
Chance can therefore range from 12%--31%, depending on Stats.
--------------------
Berva's 100% SwayBack
What the Target must do:
1: Basically, be Berva or MaskedGiant and be at a certain point in the fight.
What the Actor must do:
1: Use an attack that is vulnerable to SwayBack and which is attacking only 1
Target this time, even if it is capable of attacking more than one at once.
Berva's 100% SwayBack has a 100% activation rate against applicable attacks.
-------------------------------------------------------------------------------
***********************
* Avoiding Attacks * [AVOID05]
* --Dodge Abilities *
***********************
Dodge Abilities have a 100% Success Rate against applicable attacks, but they
generally apply to far fewer attacks than most Evasions. Note that I
consider the Mec Evasion- Programs to be Dodge Abilities despite the name,
since they function exactly like Dodge Abilities. There just aren't enough
good synonyms for "Dodge" to go around...
In order to activate a Dodge Ability, the Target must have it Equipped (or
Spark it), must not be attacked by an Ally (so PCs can't Dodge PCs, and
Enemies can't Dodge Enemies), and must not be under any of the standard
Incapacitating/Befuddling Status Ailments:
Angry
Charm
Dead (0 LP)
Faint (0 HP)
Mess (all colors)
Palsy
Sleep
Stasis
Stone
Stun
Additionally, if the attack is a Subsequent Ability in a Combo, then it cannot
be Dodged, even if you have the correct Dodge Ability.
Dodge Abilities are checked after the Evasions listed above, so even though
Dodge Abilities have a 100% Success Rate, if one of the Evasions (or an
Immunity) Activates first, you'll use that instead of the Dodge Ability.
Similarly, if one of those protects you from an attack first, you won't get a
chance to Spark any eligible Dodge Ability.
Here's the list of the Abilities against which each Dodge Ability protects,
once Equipped. Note that this is not necessarily the same as the list of which
Abilities allow you to Spark each Dodge Ability. The two lists are usually
similar, and they were probably supposed to be identical (except for the Mec
Evasion Abilities, obviously, since they're learned by Downloading, not
Sparking), but they don't have to be, which we can see most clearly in the case
of DodgeGaze. See the section titled "Dodge Ability Sparking" for more
information on the Sparking process.
Because several of the Abilities on this list have names that are identical to
the names of other distinct Abilities, all Abilities on this list are presented
in the format "ID: Name", where ID is the internal identifying number unique to
the Ability, which can be used to distinguish between different Abilities with
the same name.
-------------------------------------------------------------------------------
Dodge Ability Protection List
by Zaraktheus
160: DodgeDrain:
08a: Bloodsucker
0b6: FireKiss
0d4: HPDrain
161: DodgeTouch:
098: GhostTouch
099: DeathTouch
09a: StunTouch
0e5: GremlinTouch
162: DodgeGale:
013: GaleSlash
014: 2GaleSlash
09c: GaleAttack
163: DodgeSmash:
0a3: Trample
0fa: DivingPress
1fd: Trample
164: DodgeTail:
0a5: Tail
0a6: TailHit
165: DodgeNeedle:
0a9: Stinger
0aa: PoisonNeedle
0ba: Needles
1b1: Needle
166: DodgeTackle:
0af: Tackle
0b0: Dash
0b1: Headbutt
0fc: CentipedeCrush
167: DodgeWing:
0b3: Wing
0b4: GliderSpike
1c9: HellWing
168: DodgePowder:
0b7: Spore
0d1: DeadlyMoss
0dc: PainPowder
1c3: DeadlyPowder
169: DodgeRiddle:
0d2: SphinxRiddle
16a: DodgeSeduction:
0d5: Seduction
0d6: Pheromone
16b: DodgeFlash:
0d7: Flash
1a4: HypnoFlash
1bc: Flash
16c: DodgeNet:
0d8: SpiderNet
0d9: BladeNet
0da: Ectoplasnet
1d4: BladeNet
16d: DodgeThunder:
0db: Thunderbolt
1db: Thunderbolt
16e: DodgeTremor:
0f0: Tremor
0f1: Quake
1d8: Tremor
16f: DodgeRock:
0f3: Rock
170: DodgeGaze:
04d: HyperGaze
085: StunGaze
086: CharmGaze
087: StoneGaze
088: DeathGaze
171: DodgeDeathGrip:
096: DeathGrip
175: Evasion Laser:
028: DestructionBeam
180: Blaster
19c: Laser
19d: Graviton
19e: Bit
1aa: Magnify
1af: GhostCannon
1c8: SpreadBlaster
176: Evasion Rocket:
04f: ProtonRocket
18c: HE-Rocket
18d: RandomBaz
1f0: HyperBazooka
177: Evasion Bullet:
040: Shot
041: SharpShot
042: FocusShot
043: TotalShot
044: TrickShot
045: ReactionShot
046: StunShot
047: CrossShot
048: BoundShot
187: Vulcan
199: MachineVulcan
19a: Shock Soldier
19b: Pop-Knight
1e8: Vulcan
-------------------------------------------------------------------------------
**********************
* Avoiding Attacks * [AVOID06]
* --Miss *
**********************
Some attacks can also Miss, but this is actually the last avoidance mechanism
to be checked, even though, logically, something ought to have to potentially
hit you first in order for you to e.g. Block it.
Whether a Miss Check is performed and how it's calculated depends on the Effect
Process used by the attacking Ability, so I'll wait to discuss it until I have
those done.
*********************************
* Martial Arts Counterattacks * [MACTR01]
*********************************
Certain Martial Arts Abilities, when used under exactly the right conditions,
will instead be replaced (for only the current usage) with a more powerful
version of the same Ability with a different name. While this is undoubtedly
cool, in practice it almost never happens naturally, because the requirements
are so unlikely, some are contradictory, and most are not controlled by the
player.
In explaining this, I'll use two terms whose meanings may not be immediately
obvious, so let's define them.
"Evasive Interrupts", or just "Interrupts" for short, in this context refers
to SwayBack, KO Throw, and/or DragonTurn: the randomly-activated Equippable
Abilities which allow you to Interrupt and Evade, and in the case of KO Throw
and DragonTurn, also counterattack, certain Abilities.
"Martial Arts Counters", or just "Counters" for short, in this context refers
to the extremely rarely seen more powerful versions of certain Martial Arts
Abilities, which can, under the right circumstances, replace the normal version
of the corresponding Ability when following a specific Interrupt. In other
words, these are what I'm newly explaining here.
Here's the list of Martial Arts Counters, which Abilities they replace, and
which Evasive Interrupts they need to follow.
-------------------------------------------------------------------------------
Martial Arts Counterattacks List
by Zaraktheus
Following SwayBack:
Punch -> Counter
Chop -> CounterChop
Fist -> CounterFist
Backfist -> CounterBckFist
GoldHand -> CounterThrust
Lastshot -> CounterSlice
Lastshot -> CounterSlice
Lastshot -> CounterSlice
Following KO Throw:
Punch -> KO Punch
Kick -> KO Kick
Fist -> KO Fist
Rotation Kick -> KO Kicks
Rotation Kick -> KO Swing
OgreRun -> KO Swing
OgreRun -> KO Swing
OgreRun -> KO Swing
Following DragonTurn:
Punch -> DragonBeat
Sliding -> DragonSlide
Fist -> DragonFist
Backfist -> DragonBckFist
Suplex -> DragonSuplex
GiantSwing -> DragonSwing
GiantSwing -> DragonSwing
GiantSwing -> DragonSwing
-------------------------------------------------------------------------------
Redundancies and errors are the developers' doing, not mine. Under each
Evasive Interrupt, only the first entry for each left-hand Ability actually
counts, so Rotation Kick -> KO Kicks actually works, while Rotation Kick -> KO
Swing does not.
Despite being listed incorrectly THREE TIMES, OgreRun was undoubtedly supposed
to trigger KO Run (not KO Swing), and KO Swing was supposed to be triggered by
GiantSwing (which was instead entirely left out of the KO Throw series).
Because of these errors, KO Run is never used anywhere in the game, and nothing
special happens when GiantSwing follows KO Throw.
In order to perform a Martial Arts Counter:
1. You must Equip or Spark the required Evasive Interrupt (SwayBack, KO Throw,
or DragonTurn, as appropriate).
2. You must choose or Spark an Ability ("Your Attack") which can become a
Martial Arts Counter following that Interrupt.
3. The Primary Target of Your Attack must use an Ability ("Opponent's Attack")
which is vulnerable to the required Interrupt.
4. Opponent's Attack must target you and only you.
5. Opponent's Attack must be performed sometime before Your Attack. They do
not have to naturally occur back-to-back, but if you successfully perform
the Counter, Your Attack (now replaced by the Counter) will be bumped up to
occur immediately after your Evasive Interrupt of Opponent's Attack.
6. You must succeed at your random chance to activate the required Interrupt.
If you manage all that, then your attack will be replaced with the more
powerful Counter. There's no extra random check for whether the transformation
will occur.
Be glad, too--it's more than excessively random already. Your Target has to
target you in return, which is roughly a 20% chance on average if you're
playing with a full team of 5 PCs. That Enemy also has to choose an attack
which is vulnerable to the appropriate Interrupt, the likelihood of which
varies according to the Enemy's Equipped Abilities and AI, but which is
generally highly random. Next, your Turn must occur sometime after that
Enemy's, the probability of which depends on your relative QUI but is also
highly random, and lower QUI improves your chances here. Finally, you have to
successfully activate the appropriate Interrupt, which is a random chance
ranging from 12--31% depending on your STR, QUI, and VIT. Of course, for this
part, you want to have high QUI, which is directly in conflict with the
previous requirement, making the whole thing even less likely overall.
Put all that together, and it's plenty random and unlikely already. The
developers fortunately appear to have recognized that and didn't make it any
more unlikely, which is good because it's barely possible for these transformed
Counters to happen as it is.
As mentioned earlier, if you trigger a Counter, it will be bumped up in the
turn order so that it immediately follows your Evasive Interrupt of the
opponent's attack. It's worth noting that if you actually manage to activate
one of the Counters following KO Throw or DragonTurn, you will counterattack
and damage your opponent with BOTH KO Throw / DragonTurn AND the Counter, which
is extremely gratifying and can add up to a lot of damage. Good luck getting
it to happen, though.
Here's an example, to illustrate how the Turn Order changes:
Fei-on and Liza are fighting a Lamia. After randomizing Initiative, the game
decides that the preliminary Turn Order will be:
Lamia: DeathGrip on Fei-on
Liza: CrushBeat on Lamia
Fei-on: Kick on Lamia
However, when the game resolves Lamia's DeathGrip on Fei-on, he activates KO
Throw, which interrupts DeathGrip. The game then notices that Fei-on's Kick
qualifies to become KO Kick, so it moves his now KO Kick ahead in the Turn
Order so that it goes immediately after KO Throw, which is before Liza and her
CrushBeat. The new Turn Order is:
Lamia: DeathGrip on Fei-on, interrupted
Fei-on: KO Throw on Lamia
Fei-on: KO Kick on Lamia
Liza: CrushBeat on Lamia
---
You pay the normal WP Cost for the original Ability you chose, even if it
transforms into a Counter. You also pay the WP Cost for the Interrupt you
activated.
For example, if you choose Fist (3 WP) as your action, activate KO Throw (2
WP), and transform Fist into KO Fist, you'll pay 5 WP total.
I should also mention that the transformed Counter versions of Punch (Counter,
KO Punch, and DragonBeat) don't actually display the transformed name, even
though you will use the stronger version. Instead, just like normal Punch,
there's no Ability name listed at all during the attack animation. You can
only tell it's happening because of the increased damage.
**********************
* Effect Processes * [EFPRO-1]
**********************
This section is a work-in-progress, and will remain so for quite a while, as I
continue to work on translating the EPs from assembly language.
An Effect Process (EP for short) is a routine which the game runs to determine
what happens when an Ability is used. The EP an Ability uses decides which set
of rules control it, whether it hurts, heals, and/or causes status changes,
etc, which damage formula is used and which Stats act as variables in that
formula, whether it can Miss and what determines whether it does, and various
other things along similar lines. In short, the EP it uses is the single most
important characteristic of any Ability.
An important note about rounding: virtually every division operation I'd seen
before working on the EPs was automatically rounded towards zero. However,
many of the EPs make use of floating-point operations, which allows them to
divide without rounding. Nevertheless, the EPs still tend to freely mix
"divide and round" operations with "divide and don't round" operations, so it's
important to be able to distinguish between them.
Also, while there is obviously a difference between rounding towards zero and
rounding down when dealing with negative numbers, the game hardly ever divides
negative numbers, so in the interest of making the guide more accessible, I
generally use the more familiar term "round down" in place of "round towards
zero", since the two are equivalent when dealing with positive numbers. Only
in a case in which the number to be divided could be negative within the normal
operation of the game will I instead use the term "round towards zero".
There's no particularly good, clear way to denote "divide and round down" using
ASCII symbols--Floor() and [] are both too easy to confuse with regular
parentheses, among other problems. The least bad solution I have is this:
/ : Divide and don't round.
/rd : Divide and round down.
So, if you see a "/" with no "rd", don't round down, though this ONLY applies
here in the EPs section. I'll also give a reminder of this at the beginning of
each EP that can involve division.
****************************************
* Effect Processes * [EFPRO-2]
* --Explanations of Common Variables *
****************************************
Several of the variables used in the Effect Processes are complex enough that
they require a bit of explanation to understand, and since they are often used
by more than one EP, I thought it best to pull the explanations up here to the
front, rather than repeat them in each and every applicable EP.
First, whenever any EP uses a PC or Enemy Stat, it's always the Current value
of that Stat (which is the Base value, modified by equipment, mystic absorbs,
and any active buffs/debuffs) unless I specifically state that it's the Base
value. A few EPs use Base Max HP instead of Current Max HP, but that's the
only known exception.
AAc (Ability Accuracy), APC (Ability Power Constant), and APG (Ability Power
Growth) are unique values specific to each Ability. At the beginning of each
EP's section, I list the Abilities that use that EP, and give these values for
each of those Abilities.
-------------------------------------------------------------------------------
HC = Hit Chance.
For EPs that include a Miss Check, HC represents how likely the Actor is to Hit
the Target. HC is compared to HR (Hit Roll; see below) to determine whether
the Ability Hits or Misses, as follows:
IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.
(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.
Each EP technically has its own process for determining HC, though many of them
are similar or even identical to others. Regardless, I'll address the specific
calculations to determine HC within each EP.
Why, then, is HC here in the common variables? Because there is something
about HC that is common to many of the EPs: the Unsigned Hit Chance Bug.
Many of the EPs mistakenly define their HC as an unsigned variable (as opposed
to a signed variable), meaning that it can only function properly if it is only
given non-negative values. An unsigned variable that is given a negative value
will be erroneously read as having a huge positive value instead. Exactly how
huge depends on how many bytes compose the variable; in the case of HC, which
is four bytes, -1 will be mis-read as 4,294,967,295, -2 will be mis-read as
4,294,967,294, and so on.
Logically, since HR is never less than 0, a negative HC should make it
impossible to Hit. But since an unsigned HC with a negative value will be
mis-read as a positive number in the billions, it instead becomes impossible to
Miss.
All of this would be fine if HC could never be negative in the normal course of
the game, but it can. For most EPs, a negative HC is an extremely rare
occurrence, but for some EPs and Abilities, a negative HC can be achieved even
in fairly mundane circumstances.
-------------------------------------------------------------------------------
HR = Hit Roll.
Most EPs that include a Miss Check use the same standardized routine to
determine the (usually) random part of the check, which is what I call the Hit
Roll. The only case in which HR is not random is if this is a Subsequent
Ability in a Combo for this Target, as determined by the same criteria that
grant CB = 100 (see below).
A lower HR is more likely to result in a Hit, but the actual Hit/Miss
probability also depends on the Hit Chance (HC; see above), which is calculated
differently for each EP.
IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.
(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.
If this is a Subsequent Ability in a Combo for this Target (CB = 100), then HR
= 0. In other words, it's automatically as if you rolled the most favorable
possible result. This is the one case in which HR is NOT random. Between HR
being automatically set to 0 and adding the CB of 100 to HC (which every EP
with a Miss check seems to do, if it doesn't just skip straight from
"Subsequent Ability in a Combo" to "automatic Hit"), it's basically impossible
to Miss with a Subsequent Ability in a Combo, though it might still be
mathematically feasible if you came up with a sufficiently outlandish scenario.
If this is not a Subsequent Ability in a Combo for this Target (CB = 0) and the
Actor is not Blind, then HR = rand(0...99), meaning any random whole number
from 0 to 99, giving a range of 100 possible results. This is the normal
situation, and means that HC + 1 = your percent chance to Hit.
If this is not a Subsequent Ability in a Combo for this Target (CB = 0) and the
Actor IS Blind, then HR = rand(0...199), meaning any random whole number from 0
to 199, giving a range of 200 possible results.
Being Blind will therefore generally cut your chance to Hit in half, though it
is entirely possible to have HC >= 199, in which case you simply can't Miss,
even if you are Blind. Also, being a Subsequent Ability in a Combo trumps being
Blind. Even if both are true, HR will automatically = 0, so being Blind is no
disadvantage then.
Finally, be aware that there is no mechanism to guarantee that there is always
some minimal chance to Hit and/or Miss. If HC is high enough, there will be
absolutely no chance to Miss. If HC < 0, then the developers intended that
there would be absolutely no chance to Hit; however, because of the Unsigned
Hit Chance Bug, there will instead again be no chance to Miss.
-------------------------------------------------------------------------------
CB = Combo Bonus.
The Combo Bonus causes Subsequent Abilities in a Combo to do more Raw Damage
and be much less likely to Miss (when applicable).
The Combo Bonus variable will either equal 0 or 100, depending on whether this
Ability qualifies as a Subsequent Ability in a Combo.
In order to qualify:
1. This particular Target must have been targeted and successfully hit by the
preceding Ability.
2. This Ability must Receive at least one Combo Characteristic that the
preceding Ability Sends.
If both conditions are met, then CB = 100 for this Ability against this Target.
Otherwise, CB = 0.
Note that, even if this Ability is a Subsequent Ability in a Combo, if this
particular Target wasn't Hit by the Ability immediately before this one, this
Ability won't count as a Subsequent Ability in a Combo for this Target, so it
WON'T get the Combo Bonus of 100.
For example, let's imagine we're fighting a Dullahan and a SwordValkyrie.
We'll attack the Dullahan with WillowBranch, then attack both with Supersonic,
forming a Combo.
Because the Dullahan was hit by WillowBranch, Supersonic will get the CB of 100
against the Dullahan. However, the SwordValkyrie was NOT hit by WillowBranch,
so even though she may appear to be part of the Combo, she technically isn't,
and Supersonic will NOT get the Combo Bonus against her.
If instead we form the Combo 2GaleSlash - Supersonic against the same Enemies,
Supersonic will now get the CB of 100 against both, because both will be hit by
2GaleSlash (assuming they don't Evade, etc) immediately before being hit by
Supersonic.
Basically, just try to remember that the game actually keeps track of Combos
separately for each Target, even though it may not look like that.
-------------------------------------------------------------------------------
RFB = Relative Facing Bonus.
The concept behind the Relative Facing Bonus is simple: when attacking a Target
from its side (with certain EPs), you should be less likely to Miss it and
should do more damage than when attacking it from its front. Likewise,
attacking it from its back should be even more effective than attacking it from
its side.
Unfortunately, both the process the game uses to determine facing and the
process it uses to determine RFB based on facing suffer from serious bugs.
First, let's look at the problems with facing. For some reason, the game
apparently records facing in two different places for two different purposes,
which I'll call Sprite_Facing and True_Facing. Sprite_Facing is what it sounds
like; it's the way a Participant's Sprite appears to be facing in the battle
graphics. True_Facing is what the game actually uses to determine RFB.
This would be no problem as long as Sprite_Facing and True_Facing always
matched, but as you've probably guessed, they don't. Many things that change
Sprite_Facing don't change True_Facing and vice versa, which means that the
facing you see in the battle graphics often doesn't match the facing the game
uses when determining RFB.
Nailing down an exhaustive list of exactly what does and doesn't change
True_Facing has proved to be very difficult and extremely time-consuming
(mostly because there's no consistent logic to it that I can see). I've
already thrown a couple dozen hours at this, and I don't plan to spend any
more. I have not tested (and cannot possibly test) every situation in every
battle, but in the testing I have done, I have only seen True_Facing change in
the following circumstances:
1. When Participants are initially placed into battle, each is set to its
default facing.
2. Early in the process of resolving an Action (long before RFB is determined,
if that Action uses it at all), the Actor turns to face the Primary Target of
that Action. (Even the multi-Target Actions I've tested have only caused the
Actor to face the Primary Target, not any other Targets.)
3. When an Action resolves, each Target of the Action who avoids its effects
due to Water, Sonic, Gaze, or Ground Attribute Immunity, various Evasions, a
Dodge Ability (including Evasion Programs), or by having Status:Stone or
Status:Stasis, turns to face the Actor.
4. When a Kylin'sSong or Yell Action resolves, each Target of the Action turns
to face the Actor.
5. When the partially-hidden system Actions PoisonDamage or Regeneration run
for a Target, that Target will turn to face the "Actor", which appears to
always be considered to be PC 1 simply because the default value for Actor and
the value for PC 1 are both 00.
6. At the end of each Round, each Participant may change facing for reasons I
haven't translated.
True_Facing does not change in at least these circumstances:
A. When an Action resolves, each Target of the Action who avoids its effects
due to Throw Attribute Immunity does not change facing.
B. When most Actions resolve, each Target of the Action who is Missed or Hit as
part of the Effect Process does not change facing. Among other things, this
includes most (and quite possibly all) damage-dealing attacks. Worse, it even
includes Hidebehind and the lesser form of Gold (the one where the Enemies
appear to spin around in place, rather than chasing the gold off the screen).
This is painfully ironic, as it means these two Abilities don't even have the
one unique effect they were supposed to have, which was to change the Target's
True_Facing.
It is quite possible that True_Facing is intended to change as it does even
when a Target is Immune, Evades, or Dodges, though it is also possible that
this is not intended. I could make arguments either way. However, I do not
see any obviously logical reason why Throw Attribute Immunity should be treated
differently than the others.
Further, I think it is very likely that True_Facing is intended to change when
the Target is successfully attacked as well, which it doesn't. We would expect
the most natural reaction when someone gets hit would be to turn to face
whatever hit them, and indeed this is what we see happen with Sprite_Facing,
just not with True_Facing.
The fact that Hidebehind and the lesser form of Gold don't actually change the
Target's True_Facing is clearly a bug, as both of these Abilities run through
specific, unique processes to determine to which facing to change the Target,
and even record that facing, but then the change doesn't actually get made.
There's no reason for them to determine a facing if they aren't going to use
it, so there's little question that this is a bug.
Finally, although these may simply be oversights, True_Facing is presumably not
intended to change as it does when the Target is under Stone or Stasis, since
by definition, those Targets can't turn themselves. And of course, it makes no
sense whatsoever for PoisonDamage or Regeneration to make their Targets turn to
face the Action's fake "Actor", which they do.
In other words, facing is really buggy. The simplest explanation for the
bugginess would be if the flag that determines whether or not each Target's
True_Facing changes as a result of each Action had its intended meaning
inverted (i.e. they change facing only when it's False, but they meant to
change facing only when it's True), causing True_Facing to change every time
it's NOT supposed to and NOT change every time it IS supposed to. That would
mean circumstances 3, 4, 5, A, and B, above, would all be the opposite of what
they're supposed to be.
For the most part, that would fit pretty well, though I lean towards thinking
that Evasions and Dodges, at least, should result in True_Facing change as they
currently do, and Throw Attribute Immunity being different from the other
Attribute Immunities is still really weird. But if some things are working as
intended while everything else is opposite, then there's something more going
on than simple inversion.
Perhaps the developers realized at some point that there was a bug related to
True_Facing, but they didn't realize how widespread it was or figure out what
was causing it, and when they tried to fix it, they fixed the wrong thing(s),
with the result that only a minority of situations were corrected. That would
be similar to their attempted fix of the Endless OverDrive Bug, where they
caught and disabled two of the ways to trigger it but didn't catch the others,
and they never addressed the root cause of the bug. That's my best guess at
this point, but there's really no way to know for sure.
Next, let's talk about the problems specific to RFB. The routine that uses
True_Facing to determine RFB contains a serious logical error which would
prevent it from reliably delivering the correct values even if True_Facing
worked the way it was supposed to.
There are four possible values for True_Facing:
0: Down-Left (SW)
1: Down-Right (SE)
2: Up-Left (NW)
3: Up-Right (NE)
Since the Actor turns to face the Target at the beginning of an attack, before
determining RFB, any time both the Actor and the Target have the same facing is
considered an attack from behind. So far there's no problem.
The issue comes in determining attacks from the front. Again, since the Actor
turns to face the Target at the beginning of an attack, any time the Actor and
Target have opposite facings should be considered an attack from the front.
However, instead of creating a full list of opposites (0 <-> 3; 1 <-> 2), the
game only checks whether the Actor's True_Facing minus 3 exactly equals the
Target's True_Facing. If it does, the attack is considered to be from the
front; if it doesn't (and the facings also aren't equal, indicating an attack
from behind), then the attack is considered to be from the side, even if the
facings are opposite and the attack logically came from the front!
As a result, the ONLY way an attack is actually counted as coming from the
Target's front is if the Actor is Facing NE (3) and the Target is Facing
SW (0), since 3{NE} - 3{hard-coded} = 0{SW}. None of the other 3 facing
combinations that logically should result in a front-attack can satisfy this
buggy check, so they are erroneously considered by the game to result in
side-attacks, instead.
RFB = 0 for an attack from the Target's front (but only if it meets the above
condition), 20 for an attack from the side (including 3 of the 4 ways that
should have been considered front), or 60 for an attack from the back.
To summarize RFB:
IF Actor's True_Facing = Target's True_Facing,
THEN RFB = 60. (back attack)
ELSE
IF Actor's True_Facing is NE (3) AND Target's True_Facing is SW (0),
THEN RFB = 0. (front attack, but only works for 1 of the 4 possibilities, due
to a bug)
(any other Facing combination)
ELSE RFB = 20. (side attack, but also used for 3 of 4 from front, due to a bug)
RFB can have a moderately-significant impact on Miss checks, since it is added
directly to the Actor's chance to hit. This means that an attack from the
"front" gets no bonus, while an attack from the "side" gets a small bonus, and
an attack from the back gets a bonus roughly equal to half of a typical AAc
(Ability Accuracy) for primarily damage-dealing Abilities.
However, the impact of RFB on damage in every EP I've seen that uses RFB at all
is absolutely minuscule. A few of the EPs that use RFB in a Miss Check ignore
it completely in the Damage Calculation. Even in those EPs where it does
affect damage, only 1/4 of RFB is added to Raw Damage...which means an attack
from the side does a whopping 5 more Raw Damage, and even an attack from the
back does just 15 more Raw Damage. This is so little difference that it might
as well be nothing at all. I strongly suspect that the developers actually
meant to MULTIPLY RFB by 4 for purposes of damage rather than DIVIDE it (and to
include it where it was left out of the Damage Calculation in EPs that do use
it in a Miss Check), as this would have allowed it to have at least a mildly
significant impact, and accidentally switching operators (and forgetting things
entirely) would have been simple enough mistakes to make and are typical of
some of the other errors in the game.
So with how buggy facing and RFB are, how are you supposed to know what value
of RFB to use in calculations? Well, unfortunately, without using a memory
monitoring tool to watch the internal values of each Participant's True_Facing,
figuring out for sure which value to use for RFB will be somewhere between
impossible and not remotely worth the effort. For better and worse, RFB isn't
usually a very important variable, so you usually don't need to know for sure,
and anyway there's an estimate you can use that's going to be correct most of
the time.
When in doubt, assume RFB will be 20. 11 of the 16 possible facing
combinations will result in RFB 20, and of the other 5, 4 are back attack
combinations that are usually impossible (due to the predetermined Formations
used) in most battles about which you are likely to care enough to bother with
calculations (i.e. boss battles and the like). So, for any such battle, RFB
will be 20 in 11 of 12 facing combinations (91.7%). In the one remaining
combination (8.3%), RFB will be 0. There aren't too many important non-random
battles in which you can get an RFB of 60 at all.
-------------------------------------------------------------------------------
TEW = Total Equipment Weight.
TEW is pretty straightforward. To calculate a Participant's TEW, simply take
the Weight value of each of its Equipped Items, add them all together, and cap
at 99 if the total exceeds that.
-------------------------------------------------------------------------------
MT = Moving Target.
MT is used by most Miss Checks to represent whether or not the Target can try
to move out of the way of an attack. If the Target can move, then it gets to
subtract its QUI from the HC (Hit Chance); if not, then it doesn't.
The game decides whether the Target can move by checking it for the following
status ailments:
Faint
Palsy
Sleep
Stasis
Stone
Stun
If the Target has any of the above ailments, then MT = 0, indicating that it
cannot move. If it has none of the above ailments, then MT = 1, indicating
that it can move.
Technically, MT takes the form of a multiplier to QUI, and the result is always
subtracted from HC, but since the only two possible values for MT are 0 and 1,
it's really more of a true/false condition (a Boolean, for my fellow nerds).
With a 1, we subtract the Target's entire QUI from the HC, while with a 0 we
subtract 0. There are no other possibilities.
For several EPs which inflict status ailments and the like, MT instead
multiplies not the Target's QUI, but its PSY, which is then subtracted from
the Success Chance as above. Unfortunately, the concept of MT isn't a perfect
fit for these EPs.
Some of the Abilities used by these EPs (such as Sweep, StunTouch, or
DeathGrip) could presumably be avoided by moving, but in those cases, we should
still be using QUI, not PSY. Other Abilities used by these EPs (such as
SharpPain, MysteryTap, or Lullaby) might conceptually be impossible to avoid
physically, but possible to resist mentally. In these cases, using PSY is
appropriate, but disallowing it simply because the Target has e.g. Palsy seems
inappropriate (unless the developers' concept of Palsy is different from mine
and includes a mind-clouding effect in addition to physical paralysis). Still
other Abilities used by these EPs (such as IllStorm, Suffocation, or Death)
might also be impossible to avoid physically, but would probably be more
appropriate to resist physically with VIT instead of mentally with PSY, and
still shouldn't have the ability to resist be limited by movement.
Regardless, we get what we get, which is resistance by PSY, limited by whether
the Target can move. Most likely this is either an oversight or an
oversimplification due to lack of development time.
-------------------------------------------------------------------------------
Dist = Distance.
Dist refers to the distance between Actor and Target. EPs 00 (Sword, Hammer),
02 (Unarmed), and 3f (Unarmed; can't Miss) do bonus damage when Dist is short.
The bonus decreases as Dist increases, and beyond a certain Dist, there will be
no bonus at all.
Dist is measured on a straight line from the center of the Actor to the center
of the Target and calculated using the X,Y coordinates of each and the
Euclidean distance formula, as follows:
----------
sqrt: take the square root of the expression in parentheses.
Dist = sqrt( (X1 - X2) ^ 2 + (Y1 - Y2) ^ 2 )
----------
Unfortunately, the game doesn't show you X,Y coordinates or Dist, so without
using a memory monitoring tool, you have no way to know exactly what they are.
The best you can do is estimate, which is a tricky proposition given the battle
graphics' use of low camera angles and variable zoom combined with 2D sprites
that don't resize according to distance from the camera.
As a basis for comparison to help with estimating Dist in other battles, lets
look at some actual Dist values between Participants in an example battle: the
DevilSquid in the Basement of the Lord Manor in Owmi. This battle doesn't
showcase as wide a range of Dist values as I would prefer, but it was the best
I came up with among the few battles that are easy to find, repeatable,
available to a party of 5 PCs within a few minutes of starting the game (at
least, if you choose Blue or Lute, who have the shortest intros), and which
always use the same Battlefield Formation.
PC 1 (Forward) <-> DevilSquid (Forward): Dist = 118
PC 2 (Forward) <-> DevilSquid (Forward): Dist = 154
PC 3 (Forward) <-> DevilSquid (Forward): Dist = 155
PC 4 (Forward) <-> DevilSquid (Forward): Dist = 204
PC 5 (Forward) <-> DevilSquid (Forward): Dist = 209
PC 1 (Back) <-> DevilSquid (Forward): Dist = 149
PC 2 (Back) <-> DevilSquid (Forward): Dist = 185
PC 3 (Back) <-> DevilSquid (Forward): Dist = 187
PC 4 (Back) <-> DevilSquid (Forward): Dist = 237
PC 5 (Back) <-> DevilSquid (Forward): Dist = 241
If you go and fight the DevilSquid, you can compare these values to the
distances you see on screen to get an idea of what various Dist values look
like, which you can then use to better estimate Dist in other battles.
Regarding Forward vs Back: each Participant in each battle has two
predetermined Positions, Forward and Back, of which it will occupy only one or
the other at any given time. If you are given the opportunity to choose your
Team before a battle, you can toggle the starting Position for each PC between
Forward and Back by pressing Triangle; otherwise it defaults to Forward, as it
does for Enemies. During battle, using Defense or being hit with a Knockback
effect will move you to your Back Position if you were Forward, and using any
of the various Abilities that qualify as Lunging attacks will move you to your
Forward Position if you were Back. Note that if you use a Lunging attack to
move Forward, the move occurs after the damage calculation, so the Dist used is
still from your Back Position. You won't use the Dist from your Forward
Position until the next attack after moving Forward (and only if nothing moves
you Back first).
Finally, be aware that there appears to be (at least) a small bug in the
routine SaGa Frontier uses to find square roots, such that it occasionally
returns a value one less than what it should be. The above contains two
examples: first, the actual Dist the game calculates between PC 4 (Forward) and
DevilSquid (Forward) is 204, but it should be 205; second, the actual Dist the
game calculates between PC 2 (Back) and DevilSquid (Forward) is 185, but it
should be 186. For the most part, this bug makes hardly any difference.
-------------------------------------------------------------------------------
EDV = Effective DEFense Value.
Each Target actually has 8 DEFense values (one for each Element), so the main
purpose of the Effective DEFense Value variable is to tell the game which of
those 8 values is the one that matters against this Ability.
When an Ability uses only one Element, the Target's EDV will simply be its DEF
value against that Element.
When an Ability uses multiple Elements, the Target's EDV will be the lowest of
its DEF values from among all of those Elements.
For example, an Enemy Gelatin has the following Elemental DEFenses:
S: 49
P: 49
B: 99
H: 17
C: 17
E: 99
F: 99
X: 27
If attacked with Backfist, which uses B Element only, the Gelatin's EDV will be
its B DEF of 99. By comparison, if attacked with HardSlash, which uses S and
B, the Gelatin's EDV will be the lower of its S DEF of 49 and its B DEF of 99,
which is 49. If attacked with Missile, which uses P, B, and H, the Gelatin's
EDV will be the lowest of its P DEF of 49, B DEF of 99, and H DEF of 17, which
is 17.
In this way, it is often advantageous to use multi-Element Abilities, as they
will have a better chance of attacking any weaknesses in the Target's DEFenses.
A few Abilities (specifically, Shield, RING/Guardian, and AcidBreath) grant a
DEF Mod to each of their Targets. Each time a Target's EDV is calculated, DEF
Mod is added to it (in the case of AcidBreath, DEF Mod will be negative, so
this will reduce EDV), and the result is capped between 0 and 99, inclusive.
For example, if the Gelatin above had previously been hit by AcidBreath, which
gives a DEF Mod of -10, its EDV against Missile would be 17 + -10 = 7.
Each time a Target receives a new DEF Mod, it overwrites any previous DEF Mod.
They do not stack. DEF Mod remains for the rest of the battle unless Dispelled
or overwritten. It does not decay.
There are also a few ways for the Target's EDV to be automatically set to 0,
completely ignoring all of its DEF values and any DEF Mod and thus leaving it
very vulnerable:
1. If this Ability qualifies for the Combo Bonus of 100 (see above) against
this Target, then the Target's EDV will also be set to 0. This is probably the
most important advantage to using Combos.
2. If this Ability has the Anti-Air Attribute and this Target is Vulnerable to
the Anti-Air Attribute, then the Target's EDV will be set to 0 automatically.
There are only 6 Anti-Air Abilities in the entire game, though: SwallowSwing,
GaleSlash, 2GaleSlash, GaleAttack, VaporBlast, and Pop-Knight. Still, this is
a little-known effect that can really help against certain Targets. Be wary,
though; anything that puts your PCs in the air (e.g. JetBoots, AngelArmor, etc)
usually makes them Vulnerable to Anti-Air, so these attacks will then ignore
their DEF, too!
3. If this Ability uses EP 17 (Anti-Undead Energy) and the Target's Race
includes Undead, then the Target's EDV will be set to 0.
4. If this Ability uses EP 1c (Anti-Mec Energy) and the Target's Race includes
Mec, then the Target's EDV will be set to 0.
5. BoundShot has a chance, based on the Actor's Current WIL, to set the
Target's EDV to 0, completely ignoring its DEF. Aside from noticing the
increased damage, you can actually tell when this happens, because the entire
screen will very briefly flash white as the shot hits the Target when the
DEF-bypass successfully activates.
The activation rate for BoundShot's DEF-bypass is calculated as follows:
A:WIL = Actor Current WIL.
IF rand(0...8) < (A:WIL /rd 16),
THEN DEF-bypass Succeeds; Set EDV = 0.
Remember, /rd means "divide and round down"
Alternatively, you can determine the Chance by simply counting the number of
times the shot bounces (from one Gun; don't count the bounces from the second
Gun if you're using Twogun) and dividing by 9, since the number of bounces also
equals (A:WIL /rd 16).
Here's BoundShot's DEF-bypass Chance in chart form:
A:WIL|Chance| % |# bounces
0--15| 0/9 | 0%| 0
16--31| 1/9 |11%| 1
32--47| 2/9 |22%| 2
48--63| 3/9 |33%| 3
64--79| 4/9 |44%| 4
80--95| 5/9 |56%| 5
96--99| 6/9 |67%| 6
Because of this DEF-bypass, BoundShot can be extremely effective against ANY
Target.
There are other ways to set the Target's EDV to 0, but I haven't had time to
write explanations for them yet.
Finally, be aware that compared to how DEFense is used to resist damage, there
are a few inconsistencies in how DEFense is used to help resist Status
Ailments. First, EP 07, one of the most common means by which Ailments are
inflicted, does not use DEFense in its Success Chance calculation at all.
Second, in all cases I've seen in which a Status Ailment can be inflicted by
another means which does include DEFense (as is often true of SCPs), the game
doesn't actually calculate EDV, it just uses X DEF and only X DEF. As a
result, it won't include DEF Mod or set DEFense to 0 for a Subsequent Ability
in a Combo.
-------------------------------------------------------------------------------
MyD = the Mystic Divisor.
The idea behind the Mystic Divisor is that Lower Mystics, for whatever
supernatural reason, are supposed to be at an extreme disadvantage when
fighting Upper Mystics, which is, after all, one of the major reasons why the
Upper Mystics can lord it over them.
Fortunately for the player, every Mystic PC in the game (including Asellus
after undergoing MysticalChange in the current battle), with the sole exception
of Mesarthim, is an Upper Mystic, while most Mystic Enemies are Lower Mystics,
so this would generally work out to the player's advantage.
However, what the developers actually implemented is a bit different from this
original concept. It still works out solely to the player's advantage, but it
doesn't remain entirely true to the idea of Upper vs Lower Mystic status being
the deciding factor.
Here's how it actually works:
For EPs that acknowledge the Mystic Divisor, it can reduce Damage After DEF
(DAD) to 1/4 of normal, which is indeed quite a disadvantage.
In order to qualify:
1. The Actor must be an Enemy Mystic.
2. This Target must be a PC Mystic other than Mesarthim (who is specifically
excluded).
That's it. If those two conditions are met and this Ability's EP is subject to
the Mystic Divisor, DAD will be reduced to 1/4.
Interestingly, this means that the Mystic Divisor will be triggered when ANY
Enemy Mystic attacks a PC Mystic (other than Mesarthim). The routine actually
does NOT make any distinction between Lower and Upper Mystic Enemies--even
Orlouge IS included here! However, Orlouge actually only has 1 attack that
deals damage (3Mistresses), and its EP (14) ignores the Mystic Divisor, so it
will still do full damage. It works out the same in this case, but the real
game-mechanical reason Orlouge can do full damage to Mystic PCs is not that
he's also an Upper Mystic; it's just that the only attack he uses doesn't care
about Mystic Status.
Since the Actor must be an Enemy in order to qualify, this also means that
Mesarthim, despite being a Lower Mystic, can do full damage to Enemy Upper
Mystics, which again breaks with the original concept but does work out to the
player's advantage.
Also, the game can be quite sneaky about which Enemies it actually considers to
be Mystics. For example, Orlouge's Mistresses (who do almost all of Orlouge's
attacking for him) are actually considered by the game to be not Mystics but
gender-neutral Humans, presumably just to get around this Divisor! Virgil,
TimeLord, and the unique "Mystic" bosses from Asellus' Scenario are also
actually considered by the game to be Humans, so that they can fight
effectively against your Mystic PCs.
I have personally confirmed that the following Enemies are considered by the
game to be Mystics and should be subject to the Mystic Divisor (if the EP of
the Ability they use is also subject to it):
Abyssbat
Arachne
Banshee
Darkfairy
Demongoat
Diva (both forms)
FatDevil
Fishman
Furdo
Gargoyle
Goblin
Gremlin
KittyClawer
KittyKicker
Lamia
Mellow
Minotaur
Mollasite (both forms)
Mystic
Orlouge
SirDemon
Siren
Snakeman
SpearValkyrie
Sprite
Succubus
SwordValkyrie
Titania
Undine
WereRhino
Wonderdog
Zyphon
Probably the most noteworthy Enemy to be subject to the Mystic Divisor is Diva,
Emelia's final boss, since Diva relies heavily on Abilities which are also
subject to the Mystic Divisor, and Emelia can bring 4 Upper Mystic PCs to the
fight with her (Asellus, White Rose, Zozma, Silence, and TimeLord are all
recruitable in her Scenario, but you have to keep Emelia in the team that
fights Diva, so you can still only use 4 of them, at most).
I've also determined that the following Enemies which you might expect to be
considered Mystics are NOT subject to the Mystic Divisor:
BatKnight (Male Human)
BlackKnight (Male Human)
DragonLord (gender-neutral Monster)
FireSage (Male Human)
GreenSage (Male Human)
HunterKnight (Male Human)
LionPrincess (Female Human)
Orlouge's Mistresses (gender-neutral Humans)
TimeLord (Male Human)
Virgil (Male Human)
WaterSage (Male Human)
Neither list is necessarily complete--these are just the ones I've tested so
far--but both should at least be close. I have to actually get into a fight
with each Enemy in order to check it, which would take quite a while to do for
all 256 Enemies, so I've primarily checked those which I thought were likely to
be Mystics.
For those who've seen the Sakura page addressing the Upper/Lower Mystic
relationship (http://uri.sakura.ne.jp/~saga/sf1/neta/upper_mystic.html), it's
important to point out that either their list of Lower Mystic Enemies is not
entirely correct, or there are differences here between the Japanese and US
versions of the game. Sakura lists the three Sages as Lower Mystics, which
might be true in the Japanese version, but they most DEFINITELY are NOT subject
to the Mystic Divisor in the US version--I tested them all, and they were all
considered to be Humans and did approximately the same amount of damage to an
Upper Mystic PC as they did to a Human PC, with all Equipment removed (meaning
0 DEF for each) and roughly comparable VIT.
Finally, note that the Mystic Divisor does NOT stack with the Battlefield Peace
Divisor (see below). Even if both are in effect for the same attack, DAD will
only be divided by 4 once, NOT twice for a total effect of dividing by 16.
-------------------------------------------------------------------------------
BPD = the Battlefield Peace Divisor.
For whatever reason, the developers decided to use one mechanism, which I refer
to as Battlefield_Effect:Peace, to represent two concepts that are not clearly
related. The first is what I call the Heavenly Peace (found only in the final
area of Blue's Scenario); the second is the effect of the Arcane Spell Fool.
Regardless of source, once Battlefield_Effect:Peace is active, it causes the
EPs used by most damage-dealing Abilities to do 1/4 Damage After DEFense to
everyone (both PCs and Enemies), and it can be broken by using magical-ish
Abilities. Although I can think of another explanation, I'm going to give the
developers the benefit of the doubt and assume they used the same mechanism for
both concepts as a means of preventing them from stacking.
In the great majority of game situations, Battlefield_Effect:Peace is not
active, but it can be activated in at least the following ways:
1. If anyone casts Fool, Battlefield_Effect:Peace will activate.
2. Any time the Battlefield for a battle starts as or changes to one of the
"Heaven" Battlefields (which are used for the regular battles in Hell, as well
as Hell'sLord in "Heaven Mode"), Battlefield_Effect:Peace will activate.
There may or may not be other ways to activate Battlefield_Effect:Peace, but
those are the ones I've found so far.
Once active, Battlefield_Effect:Peace can be broken (or deactivated) in at
least the following ways:
1. When Hell'sLord transforms to "Hell Mode" and the Battlefield changes,
Battlefield_Effect:Peace is automatically broken. Note that when he transforms
back to Heaven Mode, Battlefield_Effect:Peace is re-activated, no matter how it
was previously broken (whether by this means or one of the others).
2. Any successful use of EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c
(Anti-Mec Energy), or 20 (PhantasmShot) by anyone (including Enemies) has a
chance to break Battlefield_Effect:Peace, roughly equal to
(9.1% * (Raw Damage + 1)). Since any Raw Damage >= 10 thus guarantees success,
and virtually any attack will do far more Raw Damage than that, this means that
any successful use of these EPs will just-about-automatically break
Battlefield_Effect:Peace. Note that even the elemental Barrier counter-attacks
(which use EP 04) count for this purpose.
The fact that this chance is linked to Raw Damage and is therefore virtually
guaranteed to succeed is probably an error, since the chance is only random at
all within the absolutely tiny and barely-achievable range of 0--9 Raw Damage,
which really makes the inclusion of a random factor completely pointless. They
most likely actually meant either to link this to WP/JP cost, as with number 3,
below, or to have no random factor at all and simply always succeed.
3. Any use of EP 19 (Healing Ability) or SCP 24 (SoulRune) by anyone (including
Enemies) has a chance to break Battlefield_Effect:Peace, roughly equal to
(9.1% * (Final WP/JP Cost + 1)).
There may or may not be other ways to break Battlefield_Effect:Peace, but those
are the ones I've found so far.
For EPs which are subject to the Battlefield Peace Divisor, BPD = 4 if
Battlefield_Effect:Peace is currently active, or 1 if it has been broken (or
never existed in this battle in the first place). Since DAD (Damage After
DEFense) is divided by BPD, this will result in no change if
Battlefield_Effect:Peace is not active, or reduce damage to 1/4 if it is.
The EPs used by most damage-dealing Abilities are subject to the Battlefield
Peace Divisor. The most noteworthy known exceptions are EPs 14 and 33. These
EPs include many of the nastier Abilities used only by certain Boss Enemies as
super attacks. This means you can't use Fool (or the Heavenly Peace, when
fighting Hell'sLord) to protect the PCs from these attacks, which is
unfortunate, since they're nearly the only things that might have made Fool
worth using at all.
Note that the Battlefield Peace Divisor does NOT stack with the Mystic Divisor
(see above). Even if both are in effect for the same attack, DAD will only be
divided by 4 once, NOT twice for a total effect of dividing by 16.
-------------------------------------------------------------------------------
SM = Side Multiplier.
The concept behind the Side Multiplier is this: all other things being equal,
PCs get to do 50% more damage than Enemies with the EPs used by most damage-
dealing Abilities. This is, quite simply, an unfair advantage granted to the
PCs presumably for no better reason than that they're the protagonists and so
we'd prefer to see them win.
Of course, this also means that when a PC gets Charmed, he/she/it often becomes
a deadlier threat than any Enemy. And, since some Enemies can have 100+ times
as much HP as any PC is allowed to have, Enemies still often end up better off
than PCs in terms of the percentage of Max HP lost to any given attack.
Anyway, the Side Multiplier will equal 3 if the Actor is a PC, or 2 if the
Actor is an Enemy. In either case, DAD (Damage After DEFense) will be
multiplied by the Side Multiplier, then divided by 3 (though the "divide by 3"
is sometimes bundled with other divisors into a single step, making it not
explicitly visible; nevertheless, it IS still in there), meaning that there
will be no overall change when the Actor is a PC, but DAD will ultimately be
reduced to 2/3 when the Actor is an Enemy.
-------------------------------------------------------------------------------
CMst = CombatMastery bonus.
CMst is nice and simple. For the EPs to which it applies, you'll do 50% more
Damage After DEFense and before PRR if you have CombatMastery Equipped and
don't have Virus Equipped (both of which are Mec Programs).
CMst applies to (at least) EPs 00 (Sword, Hammer), 02 (Unarmed), 21
(KAMIKAZE-Crush), and 36 (Sword; can't Miss; x2 if Faint).
CMst technically also applies to EPs 3e and 3f, but neither of them is used by
any Ability that can be legitimately used by anyone who can have CombatMastery.
-------------------------------------------------------------------------------
IMD = Incompatible MagiSphere Divisor.
This is a special case divisor which applies only to the duel between Blue and
Rouge near the end of Blue's Scenario. Every round or two during this battle,
the game will announce the current MagiSphere. If either of you use an Ability
which is not from the MagiSphere School currently in effect and whose EP
includes the Incompatible MagiSphere Divisor, then Damage After DEF for that
Ability is divided by 4, or if it was a Healing Ability (EP 19), the HP
Recovery is instead divided by 2.
I have determined that the IMD applies to at least EPs 04 (Energy/Magical), 17
(Anti-Undead Energy), 19 (Healing Ability), 1c (Anti-Mec Energy), and 20
(PhantasmShot); and barring any developer errors, it will probably also apply
to any other healing or damage-dealing EPs used by any of the official Spells
belonging to a School of Magic. I'll update the list as I continue to
translate the EPs.
However, for better or worse, the IMD does NOT apply to most other, non-magical
EPs. As a result, the simplest and most reliable way to deal damage in this
battle is to use non-magical attacks--e.g. Swords, Martial Arts, Guns, Heavy
Weapons, and the like. They will do full damage, whereas at any given time,
all but one School of Magic will do only 1/4 damage. That may or may not have
been what the developers intended (I can come up with arguments either way),
but that's what we're left with.
Anyway, if this is the Blue v Rouge battle, and this Ability is subject to this
Divisor and is from a School other than that of the current MagiSphere, then
IMD = 2; otherwise, IMD = 1.
For EP 19, HP Recovery is divided by IMD; for damage-dealing EPs, Damage After
DEFense is divided by IMD ^ 2, which will be 4 if IMD was 2 (or 1 if it was 1,
meaning no change).
-------------------------------------------------------------------------------
PRR = the Actor's personal "Physical" Random Damage Range.
The range of the random bonus damage added at the very end of the damage
calculation process for most physical EPs is unique to each PC (and Enemies,
technically, but they're almost all the same).
For most EPs that use PRR, the actual amount of random damage added can be any
whole number from 0 to (PRR + 10).
For each PC, PRR = the number of "Physical" Abilities (ID 000--0ff) which that
PC Knows. This includes the Human Sword, Gun, and Martial Arts Abilities, as
well as all of the Monster Abilities (even those which seem "magical-ish").
As a result, Human PCs who've learned more of these Abilities and Monster PCs
who've Absorbed more Abilities will do slightly more damage overall with
physical attacks than they would otherwise have done. However, since Mystic
PCs and Mec PCs cannot learn ANY of these Abilities, they will ALWAYS have
PRR = 0 within the normal (i.e. non-hacked) course of the game.
This is mostly just trivia, though, as the random range doesn't typically
contribute a significant amount of damage unless you're doing ~0 Damage After
DEFense to begin with...in which case you're in serious trouble, and the
random damage probably still isn't going to be enough to get you out of
trouble.
The game does technically calculate PRR for Enemies, too, but the developers
didn't set any Abilities as "Known" for almost any Enemies--all they have are
their Equipped Abilities, and (for all that this is completely illogical) they
technically don't "Know" even those. This probably boils down to an oversight
or a necessary concession to lack of development time, but it doesn't really
make much of a difference here, anyway.
The only exceptions I've found are a few Enemies in Scripted Encounters (e.g.
TimeLord, Hell'sLord) whose Equipped Abilities are determined as part of the
Scripting. These Enemies do get their Equipped Abilities set as Known, and as
a result they can have a slightly larger Random Damage Range, but with so few
Abilities, it still makes hardly any difference.
For all other Enemies, PRR = 0, and as a result, they will always do from 0--10
random damage with most EPs that use PRR.
-------------------------------------------------------------------------------
MRR = the Actor's personal "Magical" Random Damage Range.
The range of the random bonus damage added at the very end of the damage
calculation process for most magical-ish EPs is unique to each PC (and Enemies,
technically, but they're almost all the same).
The actual amount of random damage added can be any whole number from 0 to
(MRR + 10).
For each PC, MRR = the number of "Magical" Abilities (ID 100--1ff) which that
PC Knows. Not too many Abilities within that range can actually be considered
"Known" by most PCs, though... Absorbed Mystic Abilities DON'T count as
"Known", though the MysticWeapon Abilities themselves (just -Sword, -Glove, and
-Boots) do. None of the Heavy Weapon Abilities can be "Known" by anyone, nor
can the Enemy-and-Boss-only Abilities. Mecs will really only get to count
their Programs here, and Monsters will probably have nothing at all (with the
exception of Kylin's Space Magic). Interestingly, Dodge Abilities should be
counted, and of course, the largest group of Abilities from 100--1ff that can
be "Known" is the Spells of the various Magic Schools, so Humans and Mystics
who've learned a lot of Spells can do a bit more damage.
This is mostly just trivia, though, as the random range doesn't typically
contribute a significant amount of damage unless you're doing ~0 Damage After
DEFense to begin with...in which case you're in serious trouble, and the
random damage probably still isn't going to be enough to get you out of
trouble.
The game does technically calculate MRR for Enemies, too, but the developers
didn't set any Abilities as "Known" for almost any Enemies--all they have are
their Equipped Abilities, and (for all that this is completely illogical) they
technically don't "Know" even those. This probably boils down to an oversight
or a necessary concession to lack of development time, but it doesn't really
make much of a difference here, anyway.
The only exceptions I've found are a few Enemies in Scripted Encounters (e.g.
TimeLord, Hell'sLord) whose Equipped Abilities are determined as part of the
Scripting. These Enemies do get their Equipped Abilities set as Known, and as
a result they can have a slightly larger Random Damage Range, but with so few
Abilities, it still makes hardly any difference.
For all other Enemies, MRR = 0, and as a result, they will always do from 0--10
random damage.
-------------------------------------------------------------------------------
***********************
* Effect Processes * [EFPRO02]
* --EP 02 (Unarmed) *
***********************
EP 02 is used by most Martial Arts Abilities except Throws, most of the
"physical" Mystic and Monster Abilities, and a few other Abilities.
EPs 02 (Unarmed) and 3f (Unarmed; can't Miss) both use exactly the same Damage
Calculation Process. These calculations don't just happen to be equivalent;
they're actually performed by the same subroutine, which is called by both EPs.
This fact could be important for modders, since it means that if you change one
of them, you'll change both.
-------------------------------------------------------------------------------
EP 02 Abilities Chart
by Zaraktheus
Abbreviations:
ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.
---
AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.
---
Elements:
S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status
---
L: Lunging attack. If the Actor is in its Back Position, using this Ability
will move the Actor to its Forward Position.
---
SCP: Which Status Change Process, if any, the game runs to determine any
potential Status Changes caused by the Ability as a secondary effect.
---
There are 109* Abilities which use EP 02:
* Technically, Ability 066: SwayBack also has EP 02 in its data, but it doesn't
actually use an EP, so I'm not counting it or including it on this Chart.
================
| Martial Arts |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|060: Punch |120| 0| 3| 0|--B-----|-|-- |
|061: Kick |100| 0| 4| 0|--B-----|L|-- |
|063: Chop | 90| 5| 2| 1|--B-----|-|01 (Blind) |
|064: Sliding |100| 10| 4| 2|--B-----|L|00 (Stun) |
|067: Fist |150| 5| 8| 3|-PB---F-|L|-- |
|068: Backfist |100| 50| 6| 2|--B-----|L|-- |
|069: CrushBeat |100|120| 7| 4|--B-----|L|-- |
|06a: Rotation Kick |100| 25| 8| 3|--B-----|L|-- |
|06b: KO Throw |200| 50| 10| 2|SPBHCEF-|-|00 (Stun) |
|06e: GoldHand |140| 10| 13| 6|--B---F-|L|15 (VIT Debuff) |
|070: TriangleKick |150|100| 12| 7|-PB---F-|L|-- |
|071: OgreRun |110| 50| 10| 5|--B-----|-|-- |
|072: Scuffle |110|150| 6| 4|--B-----|L|-- |
|075: Lastshot |130|250| 18| 9|--B-----|L|29 (Coup de Grace)|
|076: Corkscrew |150|100| 24| 9|--B-----|L|-- |
|077: SkyTwister |150|200| 20|10|--B---F-|L|-- |
===================================================================
==============================
| Martial Arts Counterattack |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|02e: Counter |250| 25| 8| 0|SPBHCEFX|-|-- |
|02f: CounterChop |250| 25| 4| 0|SPBHCEFX|-|01 (Blind) |
|030: CounterFist |250| 50| 12| 0|SPBHCEFX|-|-- |
|031: CounterBckFist |250| 50| 13| 0|SPBHCEFX|-|-- |
|032: CounterThrust |250| 50| 18| 0|SPBHCEFX|-|-- |
|033: CounterSlice |250|200| 24| 0|SPBHCEFX|-|07 (Faint) |
|034: KO Punch |250| 25| 9| 0|SPBHCEFX|-|-- |
|035: KO Kick |250| 25| 10| 0|SPBHCEFX|-|-- |
|036: KO Fist |250| 50| 13| 0|SPBHCEFX|-|-- |
|037: KO Kicks |250| 50| 14| 0|SPBHCEFX|-|-- |
|039: KO Run |250|100| 18| 0|SPBHCEFX|-|-- |
|03a: DragonBeat |250| 25| 9| 0|SPBHCEFX|-|-- |
|03b: DragonSlide |250| 25| 7| 0|SPBHCEFX|-|00 (Stun) |
|03c: DragonFist |250| 50| 15| 0|SPBHCEFX|-|-- |
|03d: DragonBckFist |250| 50| 14| 0|SPBHCEFX|-|-- |
===================================================================
============
| Alkaiser |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|055: BrightFist |110| 25| 4| 0|--B---F-|-|-- |
|056: SparklingRoll |120| 30| 7| 2|--B---F-|L|-- |
|058: Al-Blaster |150| 25| 5| 2|-PB-----|-|-- |
|05b: ShiningKick |100| 50| 6| 1|--B---F-|L|-- |
===================================================================
===============
| MysticSword |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|1b0: MysticSword |120| 20| 4| 0|S-----F-|-|29 (Coup de Grace)|
|1b1: Needle |110| 20| 4| 0|-P------|-|-- |
|1b2: Lance |100| 30| 4| 0|-P------|-|-- |
|1b4: Blade |120| 15| 5| 1|S-------|-|-- |
|1bb: HeatSmash |100| 25| 9| 5|S--H----|-|-- |
|1bd: GriffithScratch|110|150| 16| 7|S-------|-|02 (Palsy) |
===================================================================
===============
| MysticGlove |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|1c0: MysticGlove |110| 20| 5| 0|--B---F-|-|29 (Coup de Grace)|
|1c5: PoisonusBlow | 90| 25| 5| 2|--B-----|-|03 (Venom) |
|1c6: Feeler |140| 25| 8| 4|--B-----|-|-- |
|1c9: HellWing |100| 10| 8| 4|SP------|-|-- |
|1ca: GrapeShot |100| 0| 7| 1|-P------|-|-- |
|1cc: IceSmash |100| 25| 8| 5|S---C---|-|-- |
|1ce: TigerRampage |240| 50| 12| 8|--B---F-|L|-- |
===================================================================
===============
| MysticBoots |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|1d0: MysticBoots |100| 20| 5| 0|--B---F-|L|29 (Coup de Grace)|
|1d2: PowerKick | 85| 20| 7| 1|--B-----|L|-- |
|1d6: Spiders |125| 20| 9| 4|SPB-----|-|00 (Stun) |
|1dc: Assasinate |120|100| 7| 7|S-------|L|07 (Faint) |
|1dd: TitasWave |100| 50| 12| 7|S-B-----|-|-- |
===================================================================
==================
| Monster (Head) |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|080: Fang |110| 4| 3| 0|S-------|-|-- |
|081: FangCrush | 95| 8| 5| 2|S-------|-|-- |
|082: DaggerJaw |160| 0| 6| 3|SPBHCEF-|-|-- |
|083: Beak |110| 8| 2| 0|SP------|-|01 (Blind) |
|084: Horn |100| 20| 4| 1|SP------|-|-- |
|08c: Petrify |110| 20| 5| 6|S-B-----|-|04 (Stone) |
===================================================================
=================
| Monster (Arm) |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|08d: DoubleAxe | 90| 15| 4| 2|S-------|-|-- |
|08e: BrainCrush |110| 5| 5| 3|S-B-----|L|12 (INT Debuff) |
|08f: Beat |120| 2| 3| 0|--B-----|L|-- |
|090: Scissors |110| 1| 4| 0|S-B-----|L|-- |
|091: PowerBeat |100| 10| 7| 4|--B-----|L|-- |
|093: Chop |100| 2| 3| 1|-PB-----|-|01 (Blind) |
|094: Feeler |140| 0| 7| 5|--B-----|-|-- |
|095: Claw |125| 6| 3| 0|S-------|L|-- |
|097: PoisonGrip |125| 1| 5| 3|S-B-----|L|03 (Venom) |
|09b: Blade |140| 5| 4| 1|S-------|L|-- |
|09c: GaleAttack |150| 5| 4| 3|SP------|-|-- |
|09d: GroundHit |110| 5| 4| 5|S-B-----|L|00 (Stun) |
|09e: HeatSmash |120| 5| 6| 3|S--H----|L|-- |
|09f: IceSmash |120| 5| 6| 3|S---C---|L|-- |
|0a0: TitasWave |125| 25| 7| 6|S-B-----|-|-- |
|0a1: Thrust |110| 6| 3| 0|SP------|-|-- |
|0c0: Kusanagi |200| 50| 4| 3|S----E--|-|-- |*
|0fd: BoomerangHook |100| 0| 7| 3|--B-----|L|-- |
===================================================================
* Ability 0c0: Kusanagi is also the basic attack for a Sword, Item 27:
Kusanagi. Note that even when used through the Sword, Ability 0c0: Kusanagi
still uses EP 02 (Unarmed), so its Miss Check and Damage Calculation have
nothing to do with the Power, Weight, or Accuracy values of the Sword.
=================
| Monster (Leg) |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|0a2: Kick | 95| 10| 3| 0|--B-----|L|-- |
|0a4: GriffithScratch|100|100| 7| 7|S-B-----|L|02 (Palsy) |
|0a5: Tail |120| 3| 4| 1|--B-----|L|00 (Stun) |
|0a6: TailHit |120| 0| 5| 3|--B-----|-|00 (Stun) |
|0a8: SpinAttack |140| 5| 4| 4|--B-----|-|-- |
|0a9: Stinger |100| 10| 4| 3|-P------|L|-- |
|0aa: PoisonNeedle | 80| 10| 5| 5|-P------|L|03 (Venom) |
===================================================================
==================
| Monster (Body) |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|0ac: MinionStrike |150| 20| 4| 6|--B-----|-|-- |
|0ae: Coils |120| 0| 6| 5|--B-----|-|02 (Palsy) |
|0af: Tackle |130| 10| 4| 1|--B-----|L|0b (Knockback) |
|0b0: Dash |130| 5| 4| 2|--B-----|L|-- |
|0b1: Headbutt |130| 40| 5| 5|--B-----|L|00 (Stun) |
|0b2: Stampede |110| 50| 3| 4|--B-----|L|-- |
|0b3: Wing |140| 2| 4| 1|SP------|-|-- |
|0b4: GliderSpike |130| 10| 6| 5|-P------|L|-- |
|0b8: SeedVulcan |100| 5| 4| 1|-P------|-|-- |
|0ba: Needles | 90| 8| 3| 0|-P------|-|-- |
===================================================================
====================
| Monster (Breath) |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|0c7: Ink |100| 5| 3| 1|------F-|-|01 (Blind) |
|0fb: PoisonGun |150| 0| 4| 1|------F-|-|03 (Venom) |
===================================================================
=====================
| Monster (Magical) |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|0f3: Rock | 75| 20| 5| 2|--B-----|L|-- |
===================================================================
===========
| Program |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|19a: Shock Soldier |160|200| 14| 8|SPB-----|-|-- |
|19b: Pop-Knight |160|200| 14|10|SPB-----|-|-- |
|1cf: TigerRampage |240|200| 18| 8|--B---F-|L|-- |*
===================================================================
* Ability 1cf: TigerRampage can only be used through Item 6d: OctopusBoard, and
only if you have Ability 17c: TigerProgram Equipped.
============
| Mec Part |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|193: StarlightShower|200|200| 15| 7|--BH-EF-|-|-- |*
|1a1: CosmicRave |200|250| 26| 7|--BH-EF-|L|-- |*
===================================================================
* Both Abilities 193: StarlightShower and 1a1: CosmicRave can only be used
through Item 70: V-Special, which is only available as a temporary result of
using Ability 1a7: V-MAX, which can only be used through Item 71: V-System,
which is only available as Locked Initial Equipment for T260's TYPE 8 Omega
Body. Note that even though they can only be used through an Item, and that
Item is technically considered a Weapon, both Abilities still use EP 02
(Unarmed), so their Miss Checks and Damage Calculations have nothing to do
with the Power, Weight, or Accuracy values of that Weapon.
================
| Heavy Weapon |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|1e8: Vulcan |160| 10| 4| 0|-P------|-|-- |*
===================================================================
* Ability 1e8: Vulcan is not used directly by any Heavy Weapons; rather it is
the AoE Ability for Ability 187: Vulcan, which is used by two Heavy Weapons,
Items 48: LightVulcan and 49: MachineVulcan. Ability 1e8: Vulcan is also
used directly by many Enemies. Note that even when used through a Weapon,
Ability 1e8: Vulcan still uses EP 02 (Unarmed), so its Miss Check and Damage
Calculation have nothing to do with the Power, Weight, or Accuracy values of
the Weapon. This means that even though the LightVulcan reads as having
Power 15 versus the MachineVulcan's Power 30, they actually do equal damage,
and since the LightVulcan has 60 Ammo versus the MachineVulcan's 40, the
LightVulcan is actually the better Weapon. (though the MachineVulcan does
give better Mec Stat Boosts)
=================
| Item-Specific |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|1f8: StunNeedle |120| 10| 3| 0|-P------|-|02 (Palsy) |
===================================================================
==============
| Enemy-Only |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|029: MaginRampage |150|200| 16| 0|S-B-----|L|-- |
|07b: Beat |120| 0| 4| 0|--B-----|L|-- |
|1e9: ChainHeat |150| 20| 4| 0|S-------|-|29 (Coup de Grace)|
|1ea: IronBall |130|100| 5| 0|--B-----|-|-- |
|1fe: HeavyRailCannon|200| 25| 5| 0|-PB-----|-|-- |
===================================================================
Two of the EP 02 Abilities also have a total of 3 functionally-different
variants used as AoE / Linked Abilities:
================================
| AoE / Linked Ability Variant |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|08f: Beat |120| 2| 3|--|-P------|L|-- |*1
|08f: Beat |120| 2| 3|--|------F-|L|-- |*2
|0ba: Needles | 90| 8| 3|--|------F-|-|-- |*3
===================================================================
*1 When used as the Linked Ability for Abilities 082: DaggerJaw, 0c0: Kusanagi,
0e7: MightyCyclone, 1ce: TigerRampage, and 1cf: TigerRampage, Ability
08f: Beat is replaced with this variant, which is P Element.
*2 When used as the AoE Ability for Ability 0cf: BeetleJuice, Ability 08f: Beat
is replaced with this variant, which is F Element (and W Attribute).
*3 When used as the AoE Ability for Abilities 0cb: StoneGas, 0cd: TripGas, and
1cd: Crystalizer, Ability 0ba: Needles is replaced with this variant, which
is F Element.
-------------------------------------------------------------------------------
Here's the process for EP 02 (Unarmed). It's quite complex, but I've broken it
down into smaller pieces to try to make it a bit easier to follow. To reduce
the need for excessive parentheses, I've placed different parts of the
calculations on different lines. Always do everything on one line before
moving on to the next.
It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually. Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet. You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX
The spreadsheet is an Excel file. If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice. It's free and
available for Windows, Mac, and Linux. Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs). To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy". Once you name it and
put it wherever you want, you should be able to edit the copy.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 02 Miss Check
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
AAc = Ability Accuracy.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB = Relative Facing Bonus. 0, 20, or 60; when in doubt, assume 20.
Very buggy.
A:QUI = Actor Current QUI.
T:QUI = Target Current QUI.
MT = Moving Target. 0 IF Target has any of Faint, Palsy, Sleep, Stasis,
Stone, Stun; ELSE 1.
HC = Hit Chance.
HR = Hit Roll.
-------------------------------------------------------------------------------
Hit Roll
IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.
ELSE
IF Actor is Blind,
THEN HR = rand(0...199).
(Actor is not Blind)
ELSE HR = rand(0...99)
-------------------------------------------------------------------------------
Hit Chance
AAc
+ CB
+ RFB
+ (A:QUI /rd 2)
- (T:QUI * MT)
= HC
-------------------------------------------------------------------------------
Miss Check
IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.
(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.
Note that EP 02 is subject to the Unsigned Hit Chance Bug. If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.
Negative HC should be extremely uncommon for EP 02, but is not impossible.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 02, 3f Damage Calculation Process
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
APC = Ability Power Constant.
APG = Ability Power Growth.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB = Relative Facing Bonus. 0, 20, or 60; when in doubt, assume 20.
Very buggy.
Dist = Distance between Actor and Target, measured on a straight line from the
center of each.
T:VIT = Target Current VIT.
EDV = Target Effective DEFense Value.
Raw = Raw Damage.
DAD = Damage After DEF.
MyD = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
other than Mesarthim; ELSE 1.
BPD = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
ELSE 1.
SM = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
CMst = CombatMastery bonus:
2 IF Actor has CombatMastery and NOT Virus Equipped; ELSE 0.
PRR = Actor "Physical" Random Damage Range: = # "Physical" Abilities
(ID 000--0ff) Known; almost always 0 for Enemies.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 1: Calculating Raw Damage
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 1: STR, Physical Blender 50, and Ability Power Growth
-------------------------------------------------------------------------------
Part 1a
A:STR ^ 2
* ((A:STR + A:QUI + A:VIT + 50) /rd 4)
* 3.125
* APG
-------------------------------------------------------------------------------
Part 1b
A:STR ^ 2
+ 1,600
-------------------------------------------------------------------------------
Part 1 = Part 1a / Part 1b
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 2: CB, APC, RFB, and Dist
(CB * (APG - 2; min 0))
+ (APC * 4)
+ (RFB /rd 4)
+ (((220 - Dist; min 0) * (APG - 2; min 0)) /rd 8)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 3: QUI
A:QUI ^ 2
/ 16
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Raw = Part 1 + Part 2 + Part 3, rounded down.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 2: Calculating Damage After DEFense
128 - ((T:VIT /rd 4) + EDV)
* Raw
/rd 128
- EDV; min 0
= DAD
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 3: Calculating Semi-final Damage
DAD
/rd MyD
Only IF MyD = 1, THEN:
/rd BPD
Either way:
* SM
* (CMst + 4)
/rd 12
+ rand(0...(PRR + 10))
= Semi-final Damage
There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here. Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount. And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 02 Miscellaneous Effects
-------------------------------------------------------------------------------
Whether or not the Ability Hit:
If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.
Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.
-------------------------------------------------------------------------------
Only if the Ability Hit:
Perform this Ability's SCP if it has one.
----------
Set two flags whose effects occur outside of this EP. These effects include,
but may not be limited to, the following:
-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
*********************
* Effect Processes * [EFPRO03]
* --EP 03 (Throw) *
*********************
EP 03 is used by the Martial Arts Throws, the Monster Ability MightyCyclone,
and a few Enemy-Only Abilities with similar concepts.
-------------------------------------------------------------------------------
EP 03 Abilities Chart
by Zaraktheus
Abbreviations:
ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.
---
AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.
---
Elements:
S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status
---
L: Lunging attack. If the Actor is in its Back Position, using this Ability
will move the Actor to its Forward Position.
---
SCP: Which Status Change Process, if any, the game runs to determine any
potential Status Changes caused by the Ability as a secondary effect.
---
There are 13 Abilities which use EP 03:
================
| Martial Arts |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|062: AirThrow |120| 0| 3| 1|--B-----|L|00 (Stun) |
|065: RollingCradle |100| 10| 3| 2|--B-----|L|00 (Stun) |
|06d: GiantSwing |100| 75| 9| 6|--B-----|-|29 (Coup de Grace)|
|06f: BabelCrumble |110|100| 11| 5|--B-----|L|00 (Stun) |
|073: LocomotionG |130| 5| 12| 5|--B-----|L|00 (Stun) |
|074: DragonTurn |200|100| 12| 3|SPBHCEF-|-|00 (Stun) |
===================================================================
==============================
| Martial Arts Counterattack |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|038: KO Swing |250| 75| 18| 0|SPBHCEFX|-|29 (Coup de Grace)|
|03e: DragonSuplex |250| 50| 16| 0|SPBHCEFX|-|-- |
|03f: DragonSwing |250| 75| 20| 0|SPBHCEFX|-|29 (Coup de Grace)|
===================================================================
=====================
| Monster (Magical) |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|0e7: MightyCyclone |110| 0| 9| 6|--B-----|L|00 (Stun) |
===================================================================
==============
| Enemy-Only |
===================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP |
===================================================================
|07d: SwingDDT |120| 20| 4| 2|--B-----|-|-- |
|07e: VandalFlip |120| 50| 4| 2|--B-----|-|-- |
|07f: PowerBomb |120| 20| 4| 2|--B-----|-|-- |
===================================================================
-------------------------------------------------------------------------------
Here's the process for EP 03 (Throw). It's quite complex, but I've broken it
down into smaller pieces to try to make it a bit easier to follow. To reduce
the need for excessive parentheses, I've placed different parts of the
calculations on different lines. Always do everything on one line before
moving on to the next.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 03 Special Cases
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
LocomotionG # Slams to Animate
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
Slams = # Slams in animation.
-------------------------------------------------------------------------------
Process
(A:STR + A:QUI + A:VIT + 40)
/rd 32
+ 2
= Slams
IF Base_Animation = 0ac: LocomotionG,
THEN Animation_Variation = Slams.
So basically, if the Ability being used is LocomotionG, then the number of
slams in the animation is determined by the total of the Actor's STR, QUI, and
VIT.
Here's a chart showing the relationship between total STR + QUI + VIT and
Slams:
S+Q+V | Slams
0-- 23 | 3
24-- 55 | 4
56-- 87 | 5
88--119 | 6
120--151 | 7
152--183 | 8
184--215 | 9
216--247 | 10
248--279 | 11
280+ | 12
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 03 Miss Check
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
AAc = Ability Accuracy.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB = Relative Facing Bonus. 0, 20, or 60; when in doubt, assume 20.
Very buggy.
A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
T:QUI = Target Current QUI.
T:VIT = Target Current VIT.
T:TEW = Target Total Equipment Weight.
MT = Moving Target. 0 IF Target has any of Faint, Palsy, Sleep, Stasis,
Stone, Stun; ELSE 1.
HC = Hit Chance.
HR = Hit Roll.
-------------------------------------------------------------------------------
Hit Roll
IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.
ELSE
IF Actor is Blind,
THEN HR = rand(0...199).
(Actor is not Blind)
ELSE HR = rand(0...99)
-------------------------------------------------------------------------------
Hit Chance
AAc
+ CB
+ RFB
+ (A:QUI /rd 2)
- ((T:VIT - A:STR); min 0)
- (((T:QUI + T:TEW) * MT) /rd 2)
= HC
-------------------------------------------------------------------------------
Miss Check
IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.
(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.
Note that EP 03 is subject to the Unsigned Hit Chance Bug. If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.
Negative HC should be extremely uncommon for EP 03, but is not impossible.
Nonsensically, the Target's Total Equipment Weight only reduces Hit Chance if
the Target can move.
Also notice that T:VIT seems to be being used here (as well as in Part 4 of the
Raw Damage Calculation) as if it was the Target's body weight, since there is
no actual body weight statistic--only Total Equipment Weight.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 03 Damage Calculation Process
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
T:VIT = Target Current VIT.
T:TEW = Target Total Equipment Weight.
APC = Ability Power Constant.
APG = Ability Power Growth.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB = Relative Facing Bonus. 0, 20, or 60; when in doubt, assume 20.
Very buggy.
EDV = Target Effective DEFense Value.
Raw = Raw Damage.
DAD = Damage After DEF.
MyD = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
other than Mesarthim; ELSE 1.
BPD = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
ELSE 1.
SM = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
PRR = Actor "Physical" Random Damage Range: = # "Physical" Abilities
(ID 000--0ff) Known; almost always 0 for Enemies.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 1: Calculating Raw Damage
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 1: STR, Physical Blender 50, and Ability Power Growth
-------------------------------------------------------------------------------
Part 1a
A:STR ^ 2
* ((A:STR + A:QUI + A:VIT + 50) /rd 4)
* 3.125
* APG
-------------------------------------------------------------------------------
Part 1b
A:STR ^ 2
+ 1,600
-------------------------------------------------------------------------------
Part 1 = Part 1a / Part 1b
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 2: CB, APC, and RFB
(CB * (APG - 2; min 0))
+ (APC * 4)
+ (RFB /rd 4)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 3: QUI
A:QUI ^ 2
/ 16
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 4: Target "Heaviness" Bonus
(T:VIT + T:TEW)
* APG
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 2: Calculating Damage After DEFense
128 - ((T:VIT /rd 4) + EDV)
* Raw
/rd 128
- EDV; min 0
= DAD
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 3: Calculating Semi-final Damage
DAD
/rd MyD
Only IF MyD = 1, THEN:
/rd BPD
Either way:
* SM
/rd 3
+ rand(0...(PRR + 10))
= Semi-final Damage
There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here. Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount. And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 03 Miscellaneous Effects
-------------------------------------------------------------------------------
Whether or not the Ability Hit:
If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.
Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.
-------------------------------------------------------------------------------
Only if the Ability Hit:
Perform this Ability's SCP if it has one.
----------
Set two flags whose effects occur outside of this EP. These effects include,
but may not be limited to, the following:
-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
******************************
* Effect Processes * [EFPRO04]
* --EP 04 (Energy/Magical) *
******************************
EP 04 is used by most of the magical-ish or energy-based Abilities that don't
belong to another, more specific EP.
EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process. These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs. This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.
-------------------------------------------------------------------------------
EP 04 Abilities Chart
by Zaraktheus
Abbreviations:
ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.
---
APC: Ability Power Constant.
APG: Ability Power Growth.
WP/JP: WP or JP Cost. "!" indicates the Ability costs all remaining points;
the number specified is the minimum amount necessary to use the Ability.
---
Elements:
S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status
---
SCP: Which Status Change Process, if any, the game runs to determine any
potential Status Changes caused by the Ability as a secondary effect.
---
There are 58 Abilities which use EP 04:
===============
| Light Magic |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|105: MegaWindblast |200| 10| 9 JP|---HCE--|-- |
===========================================================================
================
| Shadow Magic |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|10c: DarkSphere | 10| 7| 4 JP|------F-|16 (Dispel) |
===========================================================================
===============
| Space Magic |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|110: VaporBlast | 15| 4| 1 JP|-P------|-- |
|112: ReverseGravity | 50| 6| 6 JP|--B-----|00 (Stun) |
===========================================================================
==============
| Time Magic |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|11b: TimeEclipse | 25| 6| 5 JP|------F-|28 (Stone or QUI Debuff) |
===========================================================================
===============
| Realm Magic |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|120: EnergyChain | 10| 4| 1 JP|------F-|09 (Palsy if I+W+P >= 124) |
|121: Implosion | 20| 6| 3 JP|---H----|07 (Faint) |*
|125: VermilionSand | 50| 9| 8 JP|-P----F-|01 (Blind) |
===========================================================================
* Although I don't list AAc because EP 04 has no Miss Check, Ability 121:
Implosion has an AAc of 100 in its data. This suggests that it may have
originally used some other EP that can Miss. It may even be a mistake that
it uses EP 04 at all.
==============
| Evil Magic |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|138: RavaShot | 20| 3| 1 JP|------F-|00 (Stun) |
===========================================================================
================
| Arcane Magic |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|140: Saber | 25| 3| 1 JP|SP------|-- |
|146: Tower |100| 12|8! JP|-----E--|-- |
===========================================================================
================
| Mirage Magic |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|158: BlackCat | 5| 3| 1 JP|------F-|08 (Mess) |
|159: Nightmare | 5| 4| 2 JP|------F-|05 (Sleep) |
|15a: Jackal | 10| 5| 4 JP|------F-|1f (Null Regeneration) |
|15b: Cockatrice | 10| 6| 6 JP|------F-|04 (Stone) |*
|15c: Reaper | 15| 7| 7 JP|------F-|07 (Faint) |
===========================================================================
* Ability 15b: Cockatrice can also be used through a Sword, Item 20: RuneSword,
if you have Ability 14e: StasisRune Equipped. Note that even when used
through a Sword, Cockatrice still uses EP 04 (Energy/Magical), so its Damage
Calculation has nothing to do with the Power or Weight values of the Sword.
===============
| MysticSword |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|1b9: Oscillation | 10| 5| 4 WP|------F-|-- |
===========================================================================
===============
| MysticGlove |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|1c2: WaterCannon | 25| 4| 1 WP|-PB-----|35 (Knockback; end temp Fire)|*
|1c3: DeadlyPowder | 20| 4| 1 WP|------F-|08 (Mess) |
|1c8: SpreadBlaster | 25| 6| 4 WP|---H-E--|-- |
===========================================================================
* Ability 1c2: WaterCannon can also be used through Item d4: SeaStone if you
have Ability 1c0: MysticGlove Equipped.
===============
| MysticBoots |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|1d3: ThunderBall | 25| 6| 2 WP|-----E--|0a (Mec-only Stun) |
|1d4: BladeNet | 5| 6| 3 WP|S-----F-|02 (Palsy) |
|1d8: Tremor | 25| 7| 5 WP|--B-----|00 (Stun) |
|1da: Quicksand | 25| 6| 3 WP|------F-|-- |
|1db: Thunderbolt | 10| 9| 5 WP|-----E--|0a (Mec-only Stun) |
===========================================================================
==================
| Monster (Body) |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|0b5: Oscillation | 20| 4| 6 WP|------F-|-- |
|0b7: Spore | 10| 2| 1 WP|------F-|-- |
|0b9: Solvent | 8| 2| 0 WP|------F-|15 (VIT Debuff) |
|0bb: FireBarrier | 20| 4| 0 WP|---H----|-- |
|0bc: IceBarrier | 20| 4| 0 WP|----C---|-- |
|0bd: BoltBarrier | 20| 4| 0 WP|-----E--|-- |
===========================================================================
====================
| Monster (Breath) |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|0c8: WaterCannon | 5| 3| 1 WP|-PB-----|35 (Knockback; end temp Fire)|
|0cf: BeetleJuice | 5| 4| 4 WP|------F-|11 (QUI Debuff) |
|0d0: AcidBreath | 5| 5| 3 WP|------F-|1b (DEF Debuff) |
===========================================================================
=====================
| Monster (Magical) |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|0d9: BladeNet | 5| 4| 3 WP|S-------|02 (Palsy) |
|0db: Thunderbolt | 20| 4| 3 WP|-----E--|0a (Mec-only Stun) |
|0dc: PainPowder | 10| 2| 2 WP|------F-|01 (Blind) |
|0df: Windblast | 10| 5| 5 WP|-P----F-|-- |
|0e0: Tornado | 0| 8| 5 WP|-P----F-|00 (Stun) |
|0e6: HeatWave | 15| 3| 5 WP|---H----|11 (QUI Debuff) |
|0e8: Maelstrom | 0| 7| 8 WP|------F-|31 (Faint) |*1
|0ea: Supersonic | 6| 3| 2 WP|------F-|32 (Blind v Sonicbat, Rabbat)|
|0ec: Scream | 0| 4| 4 WP|------F-|08 (Mess) |
|0ed: Siren | 5| 4| 7 WP|------F-|13 (WIL Debuff) |
|0ef: LightBall | 5| 2| 2 WP|------F-|01 (Blind) |
|0f0: Tremor | 25| 4| 5 WP|--B-----|00 (Stun) |
|0f1: Quake | 40| 5| 5 WP|--B-----|00 (Stun) |
|0f2: QuickSand | 25| 4| 3 WP|--B-----|00 (Stun) |*2
|0f7: Silf | 40| 5| 5 WP|----CE--|-- |
|0f8: Ignis | 50| 4| 7 WP|---H----|-- |
===========================================================================
*1 Ability 0e8: Maelstrom can also be used through: Item 6d: OctopusBoard if
you have Ability 17d: DragonProgram Equipped; and Items d4: SeaStone and d6:
MellowRing if you have Ability 1d0: MysticBoots Equipped.
*2 Ability 0f2: QuickSand can also be used through Item dc: SandVessel.
===========
| Program |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|18f: MecSonata | 10| 4| 4 WP|------F-|0a (Mec-only Stun) |
===========================================================================
============
| Mec Part |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|19d: Graviton | 25| 12| 8 WP|------F-|-- |*
===========================================================================
* Ability 19d: Graviton can only be used through Item 8e: FortBody, which is
only available as Locked Initial Equipment for PzkwV and T260 TYPE 5.
================
| Heavy Weapon |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|187: Vulcan | 5| 4| 0 WP|-P------|-- |*
===========================================================================
* Ability 187: Vulcan is used by two Heavy Weapons, Items 48: LightVulcan and
49: MachineVulcan. Even though it can only be used through a Heavy Weapon,
Vulcan still uses EP 04 (Energy/Magical), so its Damage Calculation has
nothing to do with the Power value of the Weapon. This means that even
though the LightVulcan reads as having Power 15 versus the MachineVulcan's
Power 30, they actually do equal damage, and since the LightVulcan has 60
Ammo versus the MachineVulcan's 40, the LightVulcan is actually the better
Weapon. (though the MachineVulcan does give better Mec Stat Boosts)
=================
| Item-Specific |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|15f: SilverFang | 50| 6| 5 JP|S-------|1f (Null Regeneration) |*
===========================================================================
* Ability 15f: SilverFang can only be used through a Sword, Item 19:
SilverSpread, and only if you have Ability 147: Fool Equipped. Even though
it can only be used through a Sword, SilverFang still uses EP 04
(Energy/Magical), so its Damage Calculation has nothing to do with the Power
or Weight values of the Sword.
==============
| Enemy-Only |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|107: Salamander | 40| 5| 5 WP|---H----|-- |
|1f0: HyperBazooka | 50| 5| 0 WP|-P-H----|00 (Stun) |
===========================================================================
==========
| Dummy? |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|106: Kyon'sSmile | 10| 3| 0 JP|S-------|-- |*
|10b: Kyon'sSmile | 10| 3| 0 JP|S-------|-- |*
===========================================================================
* Although I don't list AAc because EP 04 has no Miss Check, both Abilities
106: Kyon'sSmile and 10b: Kyon'sSmile have an AAc of 100 in their data. This
suggests that they may have originally used some other EP that can Miss. It
may even be a mistake that they use EP 04 at all. Of course, I'm also not
aware of any purpose for which either of them is actually used in the game,
so does it matter?
One of the EP 04 Abilities also has 1 functionally-different variant used as an
AoE / Linked Ability:
================================
| AoE / Linked Ability Variant |
===========================================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|SCP |
===========================================================================
|0f0: Tremor | 25| 4| 3 WP|--B-----|00 (Stun) |*
===========================================================================
* Abilities 0f2: QuickSand and 1da: Quicksand both cost 3 WP, so when Ability
0f0: Tremor is used as their Linked AoE Ability, Tremor's damage is
calculated as though it cost 3 WP.
-------------------------------------------------------------------------------
Here's the process for EP 04 (Energy/Magical). It's quite complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines. Always do everything on one line before
moving on to the next.
It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually. Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet. You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX
The spreadsheet is an Excel file. If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice. It's free and
available for Windows, Mac, and Linux. Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs). To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy". Once you name it and
put it wherever you want, you should be able to edit the copy.
You can also see the Ability Analysis section for Raw Damage Examples for each
Ability.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 04 Special Cases
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
DarkSphere Animation Sphere Size
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
Size = Size of sphere in animation.
-------------------------------------------------------------------------------
Process
A:INT
+ A:WIL
+ A:PSY
/rd 48
Cap <= 5
= Size
IF Base_Animation = 083: DarkSphere,
THEN Animation_Variation = Size.
So basically, if the Ability being used is DarkSphere, then the size of the
sphere in the animation is determined by the total of the Actor's INT, WIL, and
PSY. As you'd expect, a larger Size value corresponds to a larger sphere, but
0 doesn't mean "no sphere"; it just means the smallest sphere the animators
allowed.
Here's a chart showing the relationship between total INT + WIL + PSY and Size:
I+W+P | Size
0-- 47 | 0
48-- 95 | 1
96--143 | 2
144--191 | 3
192--239 | 4
240+ | 5
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 04 Miss Check
EP 04 has no Miss Check; therefore, EP 04 Abilities CANNOT Miss. The Blind
Ailment also has no effect on them. Of course, many of them can still be
Evaded by various means, since that's not the same as Missing.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 04, 17, 1c, 20 Damage Calculation Process
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC = Ability Power Constant.
APG = Ability Power Growth.
JP = Final JP/WP Cost, after Mastery, then Awakening;
0 IF Actor in OverDrive.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV = Target Effective DEFense Value.
Raw = Raw Damage.
DAD = Damage After DEF.
MyD = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
other than Mesarthim; ELSE 1.
BPD = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
ELSE 1.
SM = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
AND this Ability is not from the School of the current MagiSphere;
ELSE 1.
MRR = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
1ff) Known; almost always 0 for Enemies.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 1: Calculating Raw Damage
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 1: WIL, Mental Blender 40, and Ability Power Growth
-------------------------------------------------------------------------------
Part 1a
A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG
-------------------------------------------------------------------------------
Part 1b
A:WIL ^ 2
+ 1,600
-------------------------------------------------------------------------------
Part 1 = Part 1a / Part 1b
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 2: Combo Bonus and Ability Power Constant
(CB * (APG - 2; min 0))
+ (APC * 4)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 3: PSY
A:PSY ^ 2
/ 16
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 4: JP/WP Cost and Mental Blender 100
((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 2: Calculating Damage After DEFense
128 - ((T:VIT /rd 4) + EDV)
* Raw
/rd 128
- EDV; min 0
= DAD
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 3: Calculating Semi-final Damage
DAD
/rd MyD
Only IF MyD = 1, THEN:
/rd BPD
Either way:
* SM
/ 3
/ (IMD ^ 2)
+ rand(0...(MRR + 10))
rounded down
= Semi-final Damage
There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here. Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount. And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 04 Miscellaneous Effects
IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.
Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail. This is
probably a bug.
Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated. However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.
----------
Perform this Ability's SCP if it has one.
----------
Set two flags whose effects occur outside of this EP. These effects include,
but may not be limited to, the following:
-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Here's an example of the damage calculation from the above process in action.
I'll put the actual numbers in {} next to each variable in the calculation
process.
Let's have Blue cast EnergyChain on a Kraken.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EXAMPLE EXAMPLE EXAMPLE EXAMPLE EXAMPLE EXAMPLE EXAMPLE EXAMPLE EXAMPLE
EP 04, 17, 1c, 20 Damage Calculation Process
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:INT = 72
A:WIL = 77
A:PSY = 69
APC = 10
APG = 4
JP = 1. We'll say he doesn't have Mastery or Awakening at the moment.
CB = 0, since this is not a Subsequent Ability in a Combo.
T:VIT = 97
EDV = 39, Kraken's F DEF.
Raw = Raw Damage.
DAD = Damage After DEF.
MyD = 1, since the Actor (Blue) is not an Enemy Mystic.
BPD = 1, since we're not in Hell and Fool hasn't been cast.
SM = 3, since the Actor (Blue) is a PC.
IMD = 1, since this is not the Blue v Rouge battle.
MRR = 22; let's say he Knows 22 Spells so far.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 1: Calculating Raw Damage
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 1: WIL, Mental Blender 40, and Ability Power Growth
-------------------------------------------------------------------------------
Part 1a
A:WIL{77} ^ 2
* ((A:INT{72} + A:WIL{77} + A:PSY{69} + 40) /rd 4)
* 3.125
* APG{4}
Part 1a = 4,743,200
-------------------------------------------------------------------------------
Part 1b
A:WIL{77} ^ 2
+ 1,600
Part 1b = 7,529
-------------------------------------------------------------------------------
Part 1 = Part 1a{4,743,200} / Part 1b{7,529} = 629.9907...
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 2: Combo Bonus and Ability Power Constant
(CB{0} * (APG{4} - 2; min 0))
+ (APC{10} * 4)
Part 2 = 40
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 3: PSY
A:PSY{69} ^ 2
/ 16
Part 3 = 297.5625
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 4: JP/WP Cost and Mental Blender 100
((A:INT{72} + A:WIL{77} + A:PSY{69} + 100) /rd 4)
* 2
* JP{1}
Part 4 = 158
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Raw = Part 1{629.9907...} + Part 2{40} + Part 3{297.5625} + Part 4{158},
rounded down = 1,125
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 2: Calculating Damage After DEFense
128 - ((T:VIT{97} /rd 4) + EDV{39})
* Raw{1,125}
/rd 128
- EDV{39}; min 0
= DAD = 532
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 3: Calculating Semi-final Damage
DAD{532}
/rd MyD{1}
Since MyD = 1, THEN:
/rd BPD{1}
Either way:
* SM{3}
/ 3
/ (IMD{1} ^ 2)
+ rand(0...(MRR{22} + 10))
= Semi-final Damage = 532--564, depending on the rand.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Some Observations about EP 04:
1. Which Stat (INT, WIL, or PSY) will be most beneficial to increase for a
given Ability is complicated to determine. Generally speaking, INT doesn't
contribute as much as either of the other two, PSY provides more relative
benefit for Abilities with lower APG values, and WIL provides more relative
benefit for Abilities with higher APGs. However, the exact relationship also
depends on the current values of each of those stats before the proposed
increase.
A simple way to answer this question for a given Ability in a given situation
is to use my SaGa Frontier Effect Process Calculator spreadsheet. You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX
Provide the inputs that define the situation, then record Raw Damage for the
Ability after increasing WIL by a given amount, then return WIL to its original
value and record Raw Damage again after instead increasing PSY by the same
amount. Compare the two Raw Damage figures and see which was the highest.
That's the stat that's most beneficial to increase for that Ability in your
situation.
2. The more JP/WP you spend, the more bonus Raw Damage you'll do. This is the
main reason why Tower can be so powerful, though it's a strong spell even
without that. However, this means that if you have Mastery (which reduces the
JP/WP Cost by 1), you'll actually do less damage than you would without
Mastery. Also, when in OverDrive, you receive no bonus damage for spending
JP/WP, since they assume you're going to go all out because you'll lose all
your JP/WP when OverDrive ends anyway (and so that spamming Tower 5+ times
isn't nearly as ridiculous).
3. Here's another way to think about how we modify Raw Damage to DAD, which may
give a better understanding of the relationship. First, we multiply Raw by
(128 - ((T:VIT /rd 4) + EDV)) / 128. The number we multiply Raw by there can
potentially range from about 0.04--1 (and is inversely proportional to
T:VIT/4 + EDV), meaning we can end up with 4%--100% of Raw afterwards. It's
easy to see how a high combination of EDV and VIT/4 can greatly reduce damage
from any Ability, regardless of how powerful, during this step. On the other
hand, if the Target has 0 EDV and VIT, Raw will be left completely unchanged.
Also notice that the higher the Target's EDV and VIT already are, the more
damage reduction it will get per additional point of EDV or VIT/4. For
example, if we go from ((T:VIT /rd 4) + EDV) = 110, at which we'll be left with
~14% Raw, to ((T:VIT /rd 4) + EDV) = 120, at which we'll be left with ~6% Raw,
that's a (1 - (6 / 14)) = 57% drop in remaining Raw damage resulting from a 10
point increase in ((T:VIT /rd 4) + EDV). Compare this with going from
((T:VIT /rd 4) + EDV) = 10 to 20: we only decrease from ~92% Raw to ~84% Raw,
which is just an (1 - (84 / 92)) = 8.7% drop in remaining Raw damage resulting
from the same 10 point increase.
Next, we simply reduce the remaining Raw by subtracting EDV. This can make
virtually no difference if the remaining Raw is high, or can drop the DAD by a
huge percentage (or even to 0) if the remaining Raw was already low. For
example, if EDV is 50 but remaining Raw is still 2500, then subtracting EDV
only reduces damage by another 2%. By contrast, if EDV is 50 and remaining Raw
is only 75, then subtracting EDV reduces damage by another 66.67%.
**********************
* Effect Processes * [EFPRO12]
* --EP 12 (Breath) *
**********************
EP 12 is used mainly by the Abilities with "Breath" in their names (except
AcidBreath, which uses EP 04), damage-dealing Abilities with "Gas" in their
names (so not SleepGas, which uses EP 07), and a few other Abilities with
similar concepts. EP 12 is also used by DivingPress and both versions of
Trample, presumably because the Actor's TEW (Total Equipment Weight) influences
EP 12's damage, and that makes sense for these Abilities.
-------------------------------------------------------------------------------
EP 12 Abilities Chart
by Zaraktheus
Abbreviations:
ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.
---
AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.
---
Elements:
S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status
---
SCP: Which Status Change Process, if any, the game runs to determine any
potential Status Changes caused by the Ability as a secondary effect.
---
There are 16 Abilities which use EP 12:
===============
| MysticSword |
====================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|SCP |
====================================================================
|1b8: FireBreath |200| 20| 7| 3|---H----|2b (Temp FireBarrier)|
====================================================================
===============
| MysticGlove |
====================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|SCP |
====================================================================
|1cb: ArcticBreath |200| 20| 6| 4|----C---|2d (Temp IceBarrier) |
|1cd: Crystalizer |200| 25| 7| 7|------F-|04 (Stone) |
====================================================================
=================
| Monster (Leg) |
====================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|SCP |
====================================================================
|0a3: Trample | 90| 25| 5| 4|--B-----|-- |
====================================================================
==================
| Monster (Body) |
====================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|SCP |
====================================================================
|0fa: DivingPress |120| 50| 5| 0|--B-----|-- |
====================================================================
====================
| Monster (Breath) |
====================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|SCP |
====================================================================
|0c1: GasFlame |200| 5| 3| 4|---H----|11 (QUI Debuff) |
|0c2: FireBreath |200| 5| 4| 3|---H----|2b (Temp FireBarrier)|
|0c3: FlameBlast |200| 20| 3| 5|---H----|2b (Temp FireBarrier)|
|0c4: ArcticBreath |200| 5| 4| 3|----C---|2d (Temp IceBarrier) |
|0c5: BoltBreath |200| 15| 3| 2|-----E--|2f (Temp BoltBarrier)|
|0c6: BoltBlast |200| 10| 4| 5|-----E--|2f (Temp BoltBarrier)|
|0c9: StinkGas |200| 5| 3| 2|------F-|13 (WIL Debuff) |
|0ca: PoisonGas |200| 10| 3| 3|------F-|03 (Venom) |
|0cb: StoneGas |200| 20| 3| 6|------F-|04 (Stone) |
|0cd: TripGas |200| 10| 3| 4|------F-|06 (Angry) |
====================================================================
==============
| Enemy-Only |
====================================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|SCP |
====================================================================
|1fd: Trample |100| 25| 6| 2|--B-----|-- |
====================================================================
-------------------------------------------------------------------------------
Here's the process for EP 12 (Breath). It's moderately complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines. Always do everything on one line before
moving on to the next.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 12 Miss Check
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
AAc = Ability Accuracy.
A:WIL = Actor Current WIL.
T:QUI = Target Current QUI.
MT = Moving Target. 0 IF Target has any of Faint, Palsy, Sleep, Stasis,
Stone, Stun; ELSE 1.
HC = Hit Chance.
HR = Hit Roll.
-------------------------------------------------------------------------------
Hit Roll
IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.
ELSE
IF Actor is Blind,
THEN HR = rand(0...199).
(Actor is not Blind)
ELSE HR = rand(0...99)
-------------------------------------------------------------------------------
Hit Chance
AAc
+ A:WIL
- (T:QUI * MT)
= HC
-------------------------------------------------------------------------------
Miss Check
IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.
(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.
Note that EP 12 is subject to the Unsigned Hit Chance Bug. If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.
Negative HC should be extremely uncommon for EP 12, but is not impossible.
Also notice the lack of CB (though HR will still be 0 if this is a Subsequent
Ability in a Combo for this Target) and RFB.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 12 Damage Calculation Process
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:cHPC = Actor Current HP Component.
A:cHP = Actor Current HP.
A:VIT = Actor Current VIT.
A:TEW = Actor Total Equipment Weight.
APC = Ability Power Constant.
APG = Ability Power Growth.
PRR = Actor "Physical" Random Damage Range: = # "Physical" Abilities
(ID 000--0ff) Known; almost always 0 for Enemies.
T:VIT = Target Current VIT.
EDV = Target Effective DEFense Value.
Raw = Raw Damage.
DAD = Damage After DEF.
MyD = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
other than Mesarthim; ELSE 1.
BPD = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
ELSE 1.
SM = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 1: Calculating Raw Damage
-------------------------------------------------------------------------------
Actor Current HP Component
IF Actor is a PC,
THEN A:cHPC = A:cHP /rd 8.
IF Actor is an Enemy,
THEN A:cHPC = A:cHP /rd 16.
IF A:cHPC >= 81,
THEN A:cHPC = 80.
-------------------------------------------------------------------------------
Raw Damage
(A:cHPC + (A:VIT /rd 2) + A:TEW) * APG
+ (APC * 4)
+ rand(0...PRR)
= Raw Damage.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 2: Calculating Damage After DEFense
128 - ((T:VIT /rd 4) + EDV)
* Raw
/rd 128
- EDV; min 0
= DAD
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 3: Calculating Semi-final Damage
DAD
/rd MyD
Only IF MyD = 1, THEN:
/rd BPD
Either way:
* SM
/rd 3
= Semi-final Damage
There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here. Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount. And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 12 Miscellaneous Effects
-------------------------------------------------------------------------------
Only if the Ability Hit:
Perform this Ability's SCP if it has one.
----------
Set two flags whose effects occur outside of this EP. These effects include,
but may not be limited to, the following:
-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Some observations about EP 12:
While not exactly simple, the EP 12 Raw Damage Calculation is quite a bit less
complex than those used by most damage-dealing Abilities. The expression
involving APG is much simpler than usual, and where there are commonly several
more components to Raw Damage, EP 12 has just two more, and neither is usually
very impactful.
The only other components of Raw Damage EP 12 does have are the typical
(APC * 4) and the rather atypical rand(0...PRR). Usually, we'd add 10 to PRR
(or MRR) before generating the rand, which doesn't make much of a difference,
but does mean that most Enemies will have no random variation at all in their
damage with EP 12. More importantly, rand(0...PRR) is added much earlier than
usual, during the Raw Damage Calculation, rather than being the last thing
added before arriving at Semi-final Damage. So, not only is EP 12's random
component smaller than usual, but it can be further reduced by Raw->DAD, MyD,
BPD, and SM, which is not the case in the EPs used by most damage-dealing
Abilities. Because of its inconsistency, the fact that rand(0...PRR) is added
so early in EP 12 is probably a bug.
----------
For a given Ability, A:cHPC and A:TEW are potentially the most important
contributors to damage. Because A:VIT is divided by 2, it is less important,
though by no means negligible.
A:TEW has a higher cap than A:cHPC (99 vs 80) and cannot be reduced during
battle, but it can be tricky to manipulate. Mystics can just Equip a few of
the game's heavier Items (if you have any), such as Glirandly, BehemothRifle,
SuperMissile, PoweredSuit (only for Dr. Nusakan or Mesarthim), or especially
Iron Clogs (see the Item Weight Chart for the complete list). The same applies
to Humans and Mecs (who can use several EP 12 Abilities indirectly as the
Linked AoE Abilities for several Heavy Weapons). However, Monster PCs, which
are probably the ones most likely to use EP 12 Abilities (at least, directly),
will have their TEW mostly determined by the hidden Items Equipped by their
Form. For a given Form, you can only manipulate TEW by Equipping Accessories,
none of which are particularly heavy compared to other Items. SeaStone would
be the ideal choice for maximizing EP 12 damage, since it both has a Weight of
10 (the highest among Accessories) and boosts VIT by 7, but SeaStones are quite
rare. The next best choice would be Junk, which also has a Weight of 10. You
can get Junk every time (unless something else drops first) you defeat a
Gremlin (the BR 6 Male Mystic) or by exploiting the Junk Shop in any Scenario
but T260's. The third choice would be SteelAmulet, with a Weight of 4 and VIT
boost of 5. You can get a SteelAmulet every time (unless something else drops
first) you defeat a Ghostrider (the BR 4 Undead) or LiquidMetal (the BR 6
Slime), and there's also one in Scrap's Caballero Factory, if you're in Riki's
or T260's Scenario.
A:cHPC has a lower cap than A:TEW, and it can change during battle as the
Participant loses or regains HP. For a PC, A:cHPC will be maxed at 640+ HP,
which is pretty far up on the scale of PC HP. For an Enemy, A:cHPC will be
maxed at 1280+ HP. For some minor Enemies, this is more than their Max HP, but
there are quite a few Enemies that use EP 12 Abilities who have so much HP
(even more so if they undergo HP Scaling at a high BR) that they can lose most
of their HP and still have a maxed out A:cHPC.
----------
EP 12 also lacks a call to the subroutine which checks whether the Ability used
is a Lunging attack, and if it is, moves the Actor to its Forward Position if
it was in its Back Position. Many other EPs are also missing this call, but so
long as none of the Abilities used by an EP has the Lunging flag set in its
data, that's perfectly appropriate. EP 12, however, has three Abilities
(DivingPress and both versions of Trample) whose data say they should be
Lunging attacks, and logic would agree that they should be Lunging, since it
would presumably be difficult to smush someone underfoot without moving close
to them. But because EP 12 is missing this subroutine call, these Abilities do
not cause the Position change they should. This is most likely a developer
oversight error.
**********************************
* Effect Processes * [EFPRO17]
* --EP 17 (Anti-Undead Energy) *
**********************************
EP 17 is nearly identical to EP 04 (Energy/Magical); the main difference being
that EP 17 will ignore the DEFense of any Undead Target.
EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process. These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs. This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.
-------------------------------------------------------------------------------
EP 17 Abilities Chart
by Zaraktheus
Abbreviations:
ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.
---
APC: Ability Power Constant.
APG: Ability Power Growth.
WP/JP: WP or JP Cost.
---
Elements:
S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status
---
L: Lunging attack. If the Actor is in its Back Position, using this Ability
will move the Actor to its Forward Position.
---
SCP: Which Status Change Process, if any, the game runs to determine any
potential Status Changes caused by the Ability as a secondary effect.
---
There are 8 Abilities which use EP 17:
=========
| Sword |
===============================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|L|SCP |
===============================================================
|005: CrossSlash | 50| 4| 2 WP|S-------|-|-- |*
===============================================================
* Although Ability 005: CrossSlash can only be used through a Sword, it still
uses EP 17 (Anti-Undead Energy), so its Damage Calculation has nothing to do
with the Power or Weight values of the Sword. However, it also has a Linked
Ability, 000: Slash, for whose Damage Calculation those values do matter.
============
| Alkaiser |
===============================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|L|SCP |
===============================================================
|057: FlashTurn | 50| 12| 4 WP|--B---F-|L|-- |
===============================================================
===============
| Light Magic |
===============================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|L|SCP |
===============================================================
|100: SunRay | 15| 3| 1 JP|---H----|-|-- |
|102: FlashFire | 25| 4| 4 JP|---H----|-|01 (Blind) |
===============================================================
==============
| Mind Magic |
===============================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|L|SCP |
===============================================================
|134: Lifewave | 25| 8| 2 JP|------FX|-|-- |
===============================================================
=====================
| Monster (Magical) |
===============================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|L|SCP |
===============================================================
|0e1: SacredSong | 10| 6| 6 WP|------F-|-|-- |*
|0e9: ElfShot | 0| 4| 1 WP|-P----F-|-|13 (WIL Debuff)|
===============================================================
* Ability 0e1: SacredSong can also be used through Item ea: Magatama.
================
| Heavy Weapon |
===============================================================
| ID: Ability |APC|APG|WP/JP|SPBHCEFX|L|SCP |
===============================================================
|1af: GhostCannon | 0| 4| 0 WP|------F-|-|0b (Knockback) |*
===============================================================
* Ability 1af: GhostCannon can only be used through a Heavy Weapon, Item 50:
GhostCannon, but it still uses EP 17 (Anti-Undead Energy), so its Damage
Calculation has nothing to do with the Power value of the Weapon.
-------------------------------------------------------------------------------
Here's the process for EP 17 (Anti-Undead Energy). It's quite complex, but
I've broken it down into smaller pieces to try to make it a bit easier to
follow. To reduce the need for excessive parentheses, I've placed different
parts of the calculations on different lines. Always do everything on one line
before moving on to the next.
It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually. Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet. You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX
The spreadsheet is an Excel file. If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice. It's free and
available for Windows, Mac, and Linux. Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs). To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy". Once you name it and
put it wherever you want, you should be able to edit the copy.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 17 Special Cases
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Undead Target DEFense Bypass
EDV = Target Effective DEFense Value.
IF Target's Race includes Undead,
THEN Set EDV = 0 and make screen briefly flash white.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 17 Miss Check
EP 17 has no Miss Check; therefore, EP 17 Abilities CANNOT Miss. The Blind
Ailment also has no effect on them. Of course, all of them can still be Evaded
by various means, since that's not the same as Missing.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 04, 17, 1c, 20 Damage Calculation Process
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC = Ability Power Constant.
APG = Ability Power Growth.
JP = Final JP/WP Cost, after Mastery, then Awakening;
0 IF Actor in OverDrive.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV = Target Effective DEFense Value.
Raw = Raw Damage.
DAD = Damage After DEF.
MyD = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
other than Mesarthim; ELSE 1.
BPD = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
ELSE 1.
SM = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
AND this Ability is not from the School of the current MagiSphere;
ELSE 1.
MRR = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
1ff) Known; almost always 0 for Enemies.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 1: Calculating Raw Damage
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 1: WIL, Mental Blender 40, and Ability Power Growth
-------------------------------------------------------------------------------
Part 1a
A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG
-------------------------------------------------------------------------------
Part 1b
A:WIL ^ 2
+ 1,600
-------------------------------------------------------------------------------
Part 1 = Part 1a / Part 1b
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 2: Combo Bonus and Ability Power Constant
(CB * (APG - 2; min 0))
+ (APC * 4)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 3: PSY
A:PSY ^ 2
/ 16
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 4: JP/WP Cost and Mental Blender 100
((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 2: Calculating Damage After DEFense
128 - ((T:VIT /rd 4) + EDV)
* Raw
/rd 128
- EDV; min 0
= DAD
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 3: Calculating Semi-final Damage
DAD
/rd MyD
Only IF MyD = 1, THEN:
/rd BPD
Either way:
* SM
/ 3
/ (IMD ^ 2)
+ rand(0...(MRR + 10))
rounded down
= Semi-final Damage
There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here. Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount. And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 17 Miscellaneous Effects
IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.
Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail. This is
probably a bug.
Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated. However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.
----------
Perform this Ability's SCP if it has one.
----------
If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.
Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.
----------
Set two flags whose effects occur outside of this EP. These effects include,
but may not be limited to, the following:
-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
*******************************
* Effect Processes * [EFPRO1c]
* --EP 1c (Anti-Mec Energy) *
*******************************
EP 1c is similar to EP 04 (Energy/Magical); the main differences are that EP 1c
can Miss and that if the Target is a Mec, its DEFense will be ignored and it
will receive a Status Ailment randomly chosen from a short list.
EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process. These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs. This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.
-------------------------------------------------------------------------------
EP 1c Abilities Chart
by Zaraktheus
Abbreviations:
ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.
---
AAc: Ability Accuracy.
APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.
---
Elements:
S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status
---
L: Lunging attack. If the Actor is in its Back Position, using this Ability
will move the Actor to its Forward Position.
---
SCP: Which Status Change Process, if any, the game runs to determine any
potential Status Changes caused by the Ability as a secondary effect.
No EP 1c Abilities use an SCP, but I've kept this field here for clarity.
---
There are 4 Abilities which use EP 1c:
===============
| MysticSword |
====================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP|
====================================================
|1b6: GremlinEffect |100| 25| 5| 2|--B-----|-|-- |
====================================================
=====================
| Monster (Magical) |
====================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP|
====================================================
|0e5: GremlinTouch | 90| 5| 4| 2|--B---F-|L|-- |
|0f4: MagneticStorm |160| 40| 5| 7|-----EF-|-|-- |
====================================================
===========
| Program |
====================================================
| ID: Ability |AAc|APC|APG|WP|SPBHCEFX|L|SCP|
====================================================
|1a2: LogicBomb |140| 5| 3| 4|-------X|L|-- |*
====================================================
* Ability 1a2: LogicBomb can only be used through Item 75: SecretBoard, and
only if you have Ability 178: Virus Equipped.
-------------------------------------------------------------------------------
Here's the process for EP 1c (Anti-Mec Energy). It's quite complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines. Always do everything on one line before
moving on to the next.
It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually. Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet. You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX
The spreadsheet is an Excel file. If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice. It's free and
available for Windows, Mac, and Linux. Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs). To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy". Once you name it and
put it wherever you want, you should be able to edit the copy.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 1c Special Cases, Part 1
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Mec Target DEFense Bypass
EDV = Target Effective DEFense Value.
IF Target's Race includes Mec,
THEN Set EDV = 0.
Notice that this particular DEF bypass doesn't cause the screen to briefly
flash white, as most do. This is probably an oversight error.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 1c Miss Check
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
AAc = Ability Accuracy.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB = Relative Facing Bonus. 0, 20, or 60; when in doubt, assume 20.
Very buggy.
A:QUI = Actor Current QUI.
T:QUI = Target Current QUI.
HC = Hit Chance.
HR = Hit Roll.
-------------------------------------------------------------------------------
Hit Roll
IF this is a Subsequent Ability in a Combo for this Target,
THEN HR = 0.
ELSE
IF Actor is Blind,
THEN HR = rand(0...199).
(Actor is not Blind)
ELSE HR = rand(0...99)
-------------------------------------------------------------------------------
Hit Chance
AAc
+ CB
+ RFB
+ (A:QUI /rd 2)
- T:QUI
= HC
This HC calculation is nearly identical to that of EP 02 (Unarmed), but notice
the lack of MT, meaning that the Target can still use its QUI to help avoid the
attack even if it has any of Faint, Palsy, Sleep, Stasis, Stone, and/or Stun
Status. I see no logical reason why MT shouldn't apply here, so I'd consider
that a bug.
-------------------------------------------------------------------------------
Miss Check
IF HC < HR (or HR > HC, whichever way you prefer to think about it),
THEN Miss.
(HC >= HR, or HR <= HC, whichever way you prefer to think about it)
ELSE Hit.
Note that EP 1c is subject to the Unsigned Hit Chance Bug. If HC manages to be
negative, it will be erroneously read as having a huge positive value instead,
with the result that instead of being guaranteed to Miss, it will be guaranteed
to Hit.
Negative HC should be extremely uncommon for EP 1c, but is not impossible.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 04, 17, 1c, 20 Damage Calculation Process
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC = Ability Power Constant.
APG = Ability Power Growth.
JP = Final JP/WP Cost, after Mastery, then Awakening;
0 IF Actor in OverDrive.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV = Target Effective DEFense Value.
Raw = Raw Damage.
DAD = Damage After DEF.
MyD = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
other than Mesarthim; ELSE 1.
BPD = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
ELSE 1.
SM = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
AND this Ability is not from the School of the current MagiSphere;
ELSE 1.
MRR = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
1ff) Known; almost always 0 for Enemies.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 1: Calculating Raw Damage
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 1: WIL, Mental Blender 40, and Ability Power Growth
-------------------------------------------------------------------------------
Part 1a
A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG
-------------------------------------------------------------------------------
Part 1b
A:WIL ^ 2
+ 1,600
-------------------------------------------------------------------------------
Part 1 = Part 1a / Part 1b
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 2: Combo Bonus and Ability Power Constant
(CB * (APG - 2; min 0))
+ (APC * 4)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 3: PSY
A:PSY ^ 2
/ 16
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 4: JP/WP Cost and Mental Blender 100
((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 2: Calculating Damage After DEFense
128 - ((T:VIT /rd 4) + EDV)
* Raw
/rd 128
- EDV; min 0
= DAD
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 3: Calculating Semi-final Damage
DAD
/rd MyD
Only IF MyD = 1, THEN:
/rd BPD
Either way:
* SM
/ 3
/ (IMD ^ 2)
+ rand(0...(MRR + 10))
rounded down
= Semi-final Damage
There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here. Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount. And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 1c Special Cases, Part 2
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Inflict Status Ailment on Mec Target
To inflict an Ailment, the Ability must have Hit, and the Target's Race must
include Mec. If both are true, then the game randomly chooses one of the
following Ailments:
=======================
| Chance | Ailment |
=======================
| 40% | Stun |
| 20% | Angry |
| 20% | Mess (Red) |
| 20% | Palsy |
=======================
What's really interesting is that Immunity doesn't protect against Angry, Mess,
or Palsy when they're inflicted here by EP 1c (though Stun Immunity does
protect normally here).
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 1c Miscellaneous Effects
-------------------------------------------------------------------------------
Whether or not the Ability Hit:
If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.
Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.
-------------------------------------------------------------------------------
Only if the Ability Hit:
IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.
Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail. This is
probably a bug.
Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated. However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.
----------
Set two flags whose effects occur outside of this EP. These effects include,
but may not be limited to, the following:
-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
****************************
* Effect Processes * [EFPRO20]
* --EP 20 (PhantasmShot) *
****************************
EP 20 is nearly identical to EP 04 (Energy/Magical); the main difference being
that EP 20 includes the special case that determines which Phantasm Type you
get each time you use it. Note that while the different Phantasm Types look
similar to the Mirage Magic Spells, they are not functionally identical. APC,
APG, and Elements (and obviously JP Cost) are all somewhat different, and in
one case, SCP is as well.
EPs 04 (Energy/Magical), 17 (Anti-Undead Energy), 1c (Anti-Mec Energy), and 20
(PhantasmShot) all use exactly the same Damage Calculation Process. These
calculations don't just happen to be equivalent; they're actually performed by
the same subroutine, which is called by each of these EPs. This fact could be
important for modders, since it means that if you change one of them, you'll
change all of them.
-------------------------------------------------------------------------------
EP 20 Abilities Chart
by Zaraktheus
Abbreviations:
ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.
---
APC: Ability Power Constant.
APG: Ability Power Growth.
JP: JP Cost.
---
Elements:
S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status
---
SCP: Which Status Change Process, if any, the game runs to determine any
potential Status Changes caused by the Ability as a secondary effect.
By default, neither EP 20 Ability uses an SCP, but the special case at the
start of the EP will always assign them an SCP according to the Phantasm
Type.
---
There are 2 Abilities which use EP 20:
================
| Mystic Magic |
==============================================
| ID: Ability |APC|APG|JP|SPBHCEFX|SCP|
==============================================
|129: PhantasmShot | 20| 4| 3|SP------|-- |*
==============================================
* Ability 129: PhantasmShot has no SCP in its data, but the special case at the
start of EP 20 will always assign it an SCP according to the Phantasm Type.
Further, two of the five Phantasm Types will also overwrite its APG.
Ability 129: PhantasmShot can also be used through Item d5: PurpleEye, though
the name shown when you select the Ability will be "PurpleEye".
==============
| Enemy-Only |
==============================================
| ID: Ability |APC|APG|JP|SPBHCEFX|SCP|
==============================================
|12b: PhantasmShot | 20| 4| 3|SP------|-- |*
==============================================
* Ability 12b: PhantasmShot has no SCP in its data, but the special case at the
start of EP 20 will always assign it an SCP according to the Phantasm Type.
Further, two of the five Phantasm Types will also overwrite its APG.
In case you're wondering what the difference is between these two Abilities,
the Mystic Magic version Targets 1 Opponent while the Enemy-Only version
Targets All Opponents.
-------------------------------------------------------------------------------
Here's the process for EP 20 (PhantasmShot). It's quite complex, but I've
broken it down into smaller pieces to try to make it a bit easier to follow.
To reduce the need for excessive parentheses, I've placed different parts of
the calculations on different lines. Always do everything on one line before
moving on to the next.
It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually. Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet. You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX
The spreadsheet is an Excel file. If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice. It's free and
available for Windows, Mac, and Linux. Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs). To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy". Once you name it and
put it wherever you want, you should be able to edit the copy.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 20 Special Cases
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Phantasm Type Determination
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
A:CHA = Actor Current CHA.
RM = Rand Max.
Rand = Random number; determines Version.
-------------------------------------------------------------------------------
Process
RM = ((A:WIL + A:PSY + A:CHA + 50) /rd 4)
Rand = rand(0...RM)
RM can legitimately range from 12--86, though my Break Stat Caps codes would
allow it to exceed 86.
The value of Rand determines which Phantasm Type to use, as shown in the chart
below.
Phantasm Types Chart:
==========================================
| Rand | Phantasm | APG | SCP |
==========================================
| 0 | Reaper | 6 | 07 (Faint) |
| 1-- 9 | BlackCat | -- | 08 (Mess) |
| 10--19 | Nightmare | -- | 05 (Sleep) |
| 20--34 | Jackal | -- | 03 (Venom) |
| 35--49 | Cockatrice | 5 | 04 (Stone) |
| 50+ | Reaper | 6 | 07 (Faint) |
==========================================
The probability of getting each Phantasm Type will depend on RM. The higher RM
is, the more possible values of Rand there will be, so the less likely each
individual value becomes.
Note that you can get Reaper at any RM (although it won't be likely until RM is
well above 50), and until RM >= 50, your probability of getting Reaper will
actually be better with a lower RM (not that it would really be wise to try to
minimize your WIL, PSY, and CHA for that). The same is not true of Jackal or
Cockatrice, which only become possible with a sufficiently high RM. Once RM
reaches 64, Reaper becomes the most likely result, and it continues to become
more likely relative to the other possibilities the further RM rises above 64.
Each Phantasm Type assigns the Ability the matching Base Animation (not listed
above) as well as an SCP, and two of the five Types also overwrite APG. An APG
listing of "--" simply means "no change". That means you'll retain the default
APG, which in the unmodified game is 4 for both PhantasmShot Abilities. All of
these changes apply only to the current use of the Ability against the current
Target.
Note that in the case of Ability 12b: PhantasmShot, the version that Targets
All Opponents, only one Phantasm will be shown in the Animation, no matter how
many Targets there are. The Phantasm that will be shown is the one that was
randomly chosen for the last Target to be processed. This can be misleading,
however, because each Target does separately have a different Phantasm Type
chosen for it, complete with different SCPs and APGs. They are not all
attacked by the same Phantasm (unless they all randomly get the same one).
This is why you can sometimes see 12b: PhantasmShot inflict Ailments on some
Targets that don't match the Phantasm shown.
Also note that the SCP used by Phantasm Type Jackal is 03 (Venom), not 1f
(Null Regeneration) as for the Mirage Magic version of Jackal (Ability 15a).
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 20 Miss Check
EP 20 has no Miss Check; therefore, EP 20 Abilities CANNOT Miss. The Blind
Ailment also has no effect on them. Of course, both of them can still be
Evaded by various means, since that's not the same as Missing.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 04, 17, 1c, 20 Damage Calculation Process
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:INT = Actor Current INT.
A:WIL = Actor Current WIL.
A:PSY = Actor Current PSY.
APC = Ability Power Constant.
APG = Ability Power Growth.
JP = Final JP/WP Cost, after Mastery, then Awakening;
0 IF Actor in OverDrive.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
T:VIT = Target Current VIT.
EDV = Target Effective DEFense Value.
Raw = Raw Damage.
DAD = Damage After DEF.
MyD = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
other than Mesarthim; ELSE 1.
BPD = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
ELSE 1.
SM = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
IMD = Incompatible MagiSphere Divisor: 2 IF this is the Blue v Rouge battle
AND this Ability is not from the School of the current MagiSphere;
ELSE 1.
MRR = Actor "Magical" Random Damage Range: = # "Magical" Abilities (ID 100--
1ff) Known; almost always 0 for Enemies.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 1: Calculating Raw Damage
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 1: WIL, Mental Blender 40, and Ability Power Growth
-------------------------------------------------------------------------------
Part 1a
A:WIL ^ 2
* ((A:INT + A:WIL + A:PSY + 40) /rd 4)
* 3.125
* APG
-------------------------------------------------------------------------------
Part 1b
A:WIL ^ 2
+ 1,600
-------------------------------------------------------------------------------
Part 1 = Part 1a / Part 1b
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 2: Combo Bonus and Ability Power Constant
(CB * (APG - 2; min 0))
+ (APC * 4)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 3: PSY
A:PSY ^ 2
/ 16
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 4: JP/WP Cost and Mental Blender 100
((A:INT + A:WIL + A:PSY + 100) /rd 4)
* 2
* JP
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Raw = Part 1 + Part 2 + Part 3 + Part 4, rounded down.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 2: Calculating Damage After DEFense
128 - ((T:VIT /rd 4) + EDV)
* Raw
/rd 128
- EDV; min 0
= DAD
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 3: Calculating Semi-final Damage
DAD
/rd MyD
Only IF MyD = 1, THEN:
/rd BPD
Either way:
* SM
/ 3
/ (IMD ^ 2)
+ rand(0...(MRR + 10))
rounded down
= Semi-final Damage
There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here. Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount. And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 20 Miscellaneous Effects
IF rand(0...10) < (Raw Dmg + 1),
THEN Deactivate Battlefield_Effect:Peace.
Any Raw Damage >= 10 guarantees success, and virtually any attack will do far
more Raw Damage than that, so this check is nearly impossible to fail. This is
probably a bug.
Note that the deactivation occurs after damage has been calculated, so if
Battlefield_Effect:Peace was active, it will have already reduced damage from
this Ability against this Target before being deactivated. However, if this
Ability has a Linked Ability, AoE, or more Targets, those damage calculations
will not be reduced, since Battlefield_Effect:Peace will have been deactivated
before reaching them.
----------
Perform this Ability's SCP if it has one. The EP 20 special case ensures that
it always will.
----------
Set two flags whose effects occur outside of this EP. These effects include,
but may not be limited to, the following:
-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
***********************************
* Effect Processes * [EFPRO3f]
* --EP 3f (Unarmed; can't Miss) *
***********************************
EP 3f is only used by the three Abilities with "Phoenix" in their names, as
well as DeflectLance, another Alkaiser Ability.
There's weirdness surrounding EP 3f, and I'm not done investigating it. Still,
I know what Damage Calculation it uses, and that's probably what most readers
care most about, so here goes.
EPs 02 (Unarmed) and 3f (Unarmed; can't Miss) both use exactly the same Damage
Calculation Process. These calculations don't just happen to be equivalent;
they're actually performed by the same subroutine, which is called by both EPs.
This fact could be important for modders, since it means that if you change one
of them, you'll change both.
The weirdness of EP 3f is that, as far as I've seen, every time an EP 3f
Ability is used, it secretly adds the Actor as a second Target, then makes the
Actor Immune to the attack, which (as far as I can tell) makes its inclusion as
a Target pointless, except to (almost certainly accidentally) foul up certain
Evade/Counters that require the Ability to have only 1 Target.
Why does the Actor get included, then Immunized? Here's my best guess: I
suspect EP 3f was originally intended to perform a "sacrifice" attack, in which
the Actor willingly damages itself in the process of attacking an Opponent. At
some point in the development process, someone questioned whether these attacks
were balanced well enough to be worth using given the drawback, and the
response was to temporarily remove the sacrifice effect to see if that felt
more balanced. For some reason, rather than remove the Actor as a Target
during this test, the developers decided to just make the Actor Immune to the
attack (depending on how it was implemented, that may have been easier).
Presumably, the result of the test was that the developers felt that these
attacks were more balanced without the sacrifice effect. However, rather than
go back and properly remove the Actor as a Target, they just left it the way it
had been for the test, which is almost (but not quite, in the case of those
Evade/Counters) functionally equivalent.
Of course, all of that is just speculation. There could be a different
explanation. And it's also possible that the Actor remains a Target because,
in some situation I haven't encountered, there's actually a good reason for it.
That's the part that needs more investigation, though I don't know if I'll ever
have time to get to it.
-------------------------------------------------------------------------------
EP 3f Abilities Chart
by Zaraktheus
Abbreviations:
ID: Hexadecimal ID number of the Ability.
Ability: Name of the Ability.
---
APC: Ability Power Constant.
APG: Ability Power Growth.
WP: WP Cost.
---
Elements:
S: Slash
P: Pierce
B: Blunt
H: Heat
C: Cold
E: Electric
F: Force
X: Status
---
L: Lunging attack. If the Actor is in its Back Position, using this Ability
will move the Actor to its Forward Position.
---
SCP: Which Status Change Process, if any, the game runs to determine any
potential Status Changes caused by the Ability as a secondary effect.
No EP 3f Abilities use an SCP, but I've kept this field here for clarity.
---
There are 4 Abilities which use EP 3f:
============
| Alkaiser |
================================================
| ID: Ability |APC|APG|WP|SPBHCEFX|L|SCP|
================================================
|059: Al-Phoenix |125| 13| 7|-P----F-|L|-- |
|05a: Re-Al-Phoenix |200| 24|10|-P----F-|L|-- |
|05c: DeflectLance |120| 11| 5|-P------|L|-- |*
================================================
* Although I don't list AAc because EP 3f has no Miss Check, Ability 05c:
DeflectLance has an AAc of 120 in its data. This suggests that it may have
originally used some other EP that can Miss. It may even be a mistake that
it uses EP 3f at all.
==============
| Enemy-Only |
===============================================
| ID: Ability |APC|APG|WP|SPBHCEFX|L|SCP|
================================================
|05e: Dark Phoenix |100| 10| 0|-P----F-|L|-- |
================================================
-------------------------------------------------------------------------------
Here's the process for EP 3f (Unarmed; can't Miss). It's quite complex, but
I've broken it down into smaller pieces to try to make it a bit easier to
follow. To reduce the need for excessive parentheses, I've placed different
parts of the calculations on different lines. Always do everything on one line
before moving on to the next.
It's worth reading through the process to see how it works, but you probably
wouldn't want to do these calculations manually. Instead, I highly recommend
you use my SaGa Frontier Effect Process Calculator spreadsheet. You can get
the latest version here:
https://drive.google.com/open?id=126mkBkcSHH_UvRhMDc3br2QxCIndOIHX
The spreadsheet is an Excel file. If you don't have Excel and aren't familiar
with any of the alternatives, I'll recommend LibreOffice. It's free and
available for Windows, Mac, and Linux. Alternatively, you could use Google
Sheets, but there are some minor issues with how it displays drop-down menus.
More importantly, Google Sheets won't let you edit the spreadsheet (which is
necessary in order to provide the inputs it needs). To fix that, click "File"
on the Google Sheets toolbar, then click "Make a copy". Once you name it and
put it wherever you want, you should be able to edit the copy.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 3f Miss Check
EP 3f has no Miss Check; therefore, EP 3f Abilities CANNOT Miss. The Blind
Ailment also has no effect on them. However, each of them can still be Evaded
by WallRune, since that's not the same as Missing.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 02, 3f Damage Calculation Process
Variables
/rd: means Divide and Round Down. DO NOT round down when dividing unless that
"rd" is there!
A:STR = Actor Current STR.
A:QUI = Actor Current QUI.
A:VIT = Actor Current VIT.
APC = Ability Power Constant.
APG = Ability Power Growth.
CB = Combo Bonus: 100 IF Subsequent Ability in Combo for this Target; ELSE 0
RFB = Relative Facing Bonus. 0, 20, or 60; when in doubt, assume 20.
Very buggy.
Dist = Distance between Actor and Target, measured on a straight line from the
center of each.
T:VIT = Target Current VIT.
EDV = Target Effective DEFense Value.
Raw = Raw Damage.
DAD = Damage After DEF.
MyD = Mystic Divisor: 4 IF Actor is an Enemy Mystic AND Target is a PC Mystic
other than Mesarthim; ELSE 1.
BPD = Battlefield Peace Divisor: 4 IF Battlefield_Effect:Peace is active;
ELSE 1.
SM = Side Multiplier: 3 IF Actor is a PC; 2 IF Actor is an Enemy.
CMst = CombatMastery bonus:
2 IF Actor has CombatMastery and NOT Virus Equipped; ELSE 0.
PRR = Actor "Physical" Random Damage Range: = # "Physical" Abilities
(ID 000--0ff) Known; almost always 0 for Enemies.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 1: Calculating Raw Damage
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 1: STR, Physical Blender 50, and Ability Power Growth
-------------------------------------------------------------------------------
Part 1a
A:STR ^ 2
* ((A:STR + A:QUI + A:VIT + 50) /rd 4)
* 3.125
* APG
-------------------------------------------------------------------------------
Part 1b
A:STR ^ 2
+ 1,600
-------------------------------------------------------------------------------
Part 1 = Part 1a / Part 1b
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 2: CB, APC, RFB, and Dist
(CB * (APG - 2; min 0))
+ (APC * 4)
+ (RFB /rd 4)
+ (((220 - Dist; min 0) * (APG - 2; min 0)) /rd 8)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Part 3: QUI
A:QUI ^ 2
/ 16
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Raw = Part 1 + Part 2 + Part 3, rounded down.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 2: Calculating Damage After DEFense
128 - ((T:VIT /rd 4) + EDV)
* Raw
/rd 128
- EDV; min 0
= DAD
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Section 3: Calculating Semi-final Damage
DAD
/rd MyD
Only IF MyD = 1, THEN:
/rd BPD
Either way:
* SM
* (CMst + 4)
/rd 12
+ rand(0...(PRR + 10))
= Semi-final Damage
There are still other things (e.g. Defend, RavaBarrire) that can affect damage,
but they're handled outside of this EP, so I won't go into them here. Also
remember that if the Ability used has a Linked (or Linked AoE) Ability, then
for the Primary Target, the Semi-final Damage from both the Original Ability
and the Linked Ability will be added together before being finalized and
displayed as a single damage amount. And of course, Combos work similarly: all
damage to each Target is totaled before being displayed as a single damage
amount.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
EP 3f Miscellaneous Effects
Perform this Ability's SCP if it has one. None of the EP 3f Abilities use an
SCP, but if a modder changed that, EP 3f would perform it (not all EPs do).
----------
If this Ability is a Lunging attack and the Actor is in its Back Position, move
the Actor to its Forward Position.
Note that the move occurs after the damage calculation, so the Dist used for
the above damage calculation will still have been from the Back Position.
----------
Set two flags whose effects occur outside of this EP. These effects include,
but may not be limited to, the following:
-Wake Target (i.e. Remove Status:Sleep).
-Send Combo Data to Target.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
****************************
* AoE / Linked Abilities * [AOELA01]
****************************
This is one of the odder and more confusing things the game secretly does,
though it makes a certain kind of sense once you get used to the idea.
Some Abilities secretly attack the Target with both the Original Ability and an
extra hidden Ability, then add the damage from both of them together and
display only the combined total as the damage done to the Target. The hidden
Ability is known as a Linked Ability, and many of the Abilities which have long
been recognized as being extraordinarily powerful and efficient for their cost
owe this fact to a Linked Ability.
For example, DoubleSlash, if you simply look at its data, isn't very powerful--
it's actually weaker than Slash! The reason why DoubleSlash does as much
damage as it does is that it has Slash as a Linked Ability, so every time you
use it, it actually attacks the Target with both DoubleSlash AND Slash, then
secretly adds the damage together.
Somewhat similarly, when an Ability has an AoE (Area of Effect), the game
attacks the Primary Target (the one you select, and upon whom the AoE is
generally centered) with that Ability, but it often secretly uses a different
Ability instead to attack any Targets in the AoE. In this case, the hidden
Ability is called an AoE Ability.
For example, when you use DeadlyPowder, only the Primary Target is actually
attacked with DeadlyPowder; any Targets in the AoE are instead attacked with
Spore, which is weaker and cannot inflict Mess.
Note that Abilities which Target All Allies, All Opponents, or Everyone
technically have no AoE, and therefore no need for an AoE Ability; they simply
have a lot of Targets, each of which is attacked normally by the Ability.
Finally, in some other cases in which an Ability has an AoE, the hidden AoE
Ability will not only attack the AoE Targets, but also attack the Primary
Target, which still also gets attacked by the Original Ability. This is known
as a Linked AoE Ability, because it combines the two above cases. The Primary
Target gets attacked by both the Original Ability and the hidden Ability, as
happens with a Linked Ability, and the AoE Targets get attacked by only the
hidden Ability, as happens with an AoE Ability. Ergo, the hidden Ability is a
Linked AoE Ability.
For example, ProtonRocket (the Ability used when you fire the HyperionBazooka)
has the Linked AoE Ability GasFlame, so the Primary Target will be attacked
with both ProtonRocket and GasFlame, while the AoE Targets will be attacked
only with GasFlame. This is why ProtonRocket generally does much more damage
to the Primary Target than to those in the AoE.
In summary, regarding AoE / Linked Abilities:
-The Primary Target always gets attacked by the Original Ability.
-If a hidden Ability is Linked, then the Primary Target gets attacked by that,
too.
-Any AoE Targets always get attacked by only the AoE Ability.
Whenever an AoE / Linked Ability is used, if the hidden Ability's EP uses WP/JP
Cost as a variable, its damage is calculated as if it had been used for the
same number of WP/JP (including reduction from Mastery, if applicable) that was
spent on the Original Ability, though the hidden Ability does NOT actually cost
anything extra. Sometimes this makes the hidden Ability stronger than it would
otherwise be, and other times this makes it weaker, depending on the difference
in cost between the Original Ability and the normal cost of the hidden Ability
(when used by itself).
Most of the time, the hidden Ability is otherwise just like its normal version,
but in a few cases, its normal Elements and/or Attributes may be overwritten
when it is used as an AoE / Linked Ability, usually to make it more
appropriately similar to the Original Ability. For example, when Beat, which
is normally Blunt Element with no Attributes, is used as the AoE Ability for
BeetleJuice, which is Force Element and Water Attribute, Beat is changed to be
Force Element and Water Attribute, to make it more appropriate as the AoE
Ability for BeetleJuice. Of course, it would have been a lot simpler and even
more appropriate to just use, oh say, BeetleJuice as the AoE Ability for
BeetleJuice...
A few more notes on AoE / Linked Abilities:
1. The Original Ability's Evasion data is what's used to determine whether the
Primary Target can Evade the attack. If it does Evade, it gets to Evade BOTH
the Original Ability AND any Linked Ability. If it doesn't Evade the Original
Ability, then it is automatically affected by the Linked Ability as well, with
no further chance to Evade it. This also applies if the Primary Target has a
Dodge Ability that protects against the Original Ability.
Note however that Miss is different from other forms of Evasion, as it is
actually a part of each Ability's Effect Process. A Miss by the Original
Ability does NOT prevent any Linked Ability from potentially hitting, nor vice
versa. If one of them Misses and the other hits, the combined damage will just
end up being lower to reflect that only one of the two Abilities actually hit
and did damage. Only if BOTH the Original Ability AND the Linked Ability (if
there is one) Miss will the game actually display a "Miss" as the result of the
attack.
Conversely, the AoE Ability's Evasion data, NOT the Original Ability's, is
what's used to determine whether any AoE Targets can Evade the attack. Using
the above example of ProtonRocket and its Linked AoE Ability GasFlame: the
Primary Target is subject to ProtonRocket's Evasion data, which is Unblockable
by Shields, so the Primary Target can't Block ProtonRocket and ALSO can't Block
GasFlame, because it's Linked. The AoE Targets, on the other hand, are subject
to GasFlame's Evasion data, which is Fully Blockable by Shields, so if any of
them has a Shield that can Block GasFlame's Element (H), they will have a
chance to Block the part of the attack that hits them. Of course, the same
ideas apply to the other forms of Evasion (except Miss) as well, not just
Shield-Blocking, but remember that many forms of Evasion are automatically
disallowed when more than 1 Target is being attacked.
One final important note is that even if the Primary Target does Evade the
attack, if there are any AoE Targets, they WILL still be attacked by the AoE
Ability. For example, if the Primary Target of ProtonRocket has EvasionRocket,
it will Dodge the entire attack (both ProtonRocket and the Linked GasFlame),
but anyone around it will still be attacked with GasFlame.
2. There is an important bug regarding Linked Abilities and Combo Data:
whenever an Original Ability has a Linked Ability, the Primary Target will
always be affected by the Send data of ONLY the Linked Ability, NOT the
Original Ability. In fact, since the Original Ability only ever affects the
Primary Target, the Send data of any Original Ability with a Linked Ability is
therefore completely meaningless, though it presumably wasn't intended to be
that way.
For example, DoubleSlash, according to the Send byte of its Ability data, is
supposed to Send both Down (Dn) and Instant Stop (IS). In reality, DoubleSlash
Sends nothing, because of the bug, which causes the Send data of DoubleSlash's
Linked Ability, Slash (which Sends nothing), to overwrite DoubleSlash's
intended Send data each time it's used.
If the developers hadn't intended for DoubleSlash's Send data to be used, they
presumably wouldn't have bothered to create any for it, which is why this is
most likely a bug. Unfortunately, in the case of DoubleSlash, it's a VERY
impactful bug, because DoubleSlash Receives Down, meaning it SHOULD have been a
self-comboer, which would have made it drastically more useful than it already
is.
Heaven/Hell, too, SHOULD have been a self-comboer, and there may be others, as
well. I haven't checked them all--it's just too disheartening.
On the other hand, sometimes it works out for the better, as with QuickSand,
which wasn't supposed to be a self-comboer, but ended up being so thanks to the
superior Send data of its Linked Ability, Tremor.
Note that the Combo data shown in this guide is what ACTUALLY gets Sent, not
what SHOULD have been Sent, because of course, that's what really matters, in
the end.
3. It is the Semi-final Damage (NOT Raw, etc) of the Original Ability and any
Linked Ability that gets combined for Total Semi-final Damage. They are not
combined until each has completely finished its own EP damage calculation,
including being separately reduced by Target DEF, adding random damage, and so
on.
4. Both the Original Ability and any AoE / Linked Ability will perform any
Status Change Processes they normally would. For example, both QuickSand{0f2}
and its Linked AoE Ability, Tremor{0f0}, use SCP 00 to attempt to inflict Stun.
The Primary Target of QuickSand{0f2} will thus be subject to TWO chances to
Stun (one from each of QuickSand and Tremor), while any AoE Targets will be
subject to one chance each to Stun (from Tremor).
*******************************************************
* AoE / Linked Abilities * [AOELA02]
* --Abilities that use AoE / Linked Abilities Chart *
*******************************************************
Here's a chart showing which Original Abilities use which hidden Abilities as
Linked Abilities, AoE Abilities, and Linked AoE Abilities. If an Original
Ability with an AoE isn't listed here, it simply uses itself as its AoE Ability
by default. The developers were inconsistent in deciding whether or not to
have such Abilities reference the AoE / Linked Abilities data Table; for
example, Supersonic uses itself as its AoE Ability, which is accomplished
through the Table, whereas Scream also uses itself as its AoE Ability, but only
by default, without using the Table (even though Scream IS listed on the Table
as a possible AoE Ability!).
I've omitted a few AoE / Linked Abilities which are listed on the Table but not
referenced by any Original Abilities, and a few Original Abilities which
reference the Table for an AoE Ability, but don't actually have an AoE with
which to use it. As I said: inconsistent.
If any Elements or Attributes are shown, these will be used for the hidden
Ability INSTEAD of whatever it normally has, which is completely ignored. If
the Elements or Attributes space is left blank, then the normal Elements or
Attributes are used.
-------------------------------------------------------------------------------
Abilities that use AoE / Linked Abilities Chart
by Zaraktheus
Linked Abilities
Original | Linked |Elements|Attrib|
Sword:
DoubleSlash | Slash | | |
CrossSlash | Slash | | |
Heaven/Hell | Slash | | |
DeadEnd | Slash | | |
TwinSword | Slash | | |
HeadWind | Thrust | | |
TripleThrust | Thrust | | |
LifeSprinkler | Thrust | | |
Monster (Head):
DaggerJaw | Beat{08f} |-P------| |
Monster (Arm):
Kusanagi | Beat{08f} |-P------| |
Monster (Magical):
MightyCyclone | Beat{08f} |-P------| |
Mec Program:
TigerRampage{1cf} | Beat{08f} |-P------| |
Mystic Glove:
TigerRampage{1ce} | Beat{08f} |-P------| |
-------------------------------------------------------------------------------
AoE Abilities
Original | AoE |Elements|Attrib|
Martial Arts:
OgreRun | OgreRun | | |
Monster (Arm):
TitasWave{0a0} | TitasWave{0a0} | | |
Monster (Leg):
TailHit | Tail | | |
Sweep{0a7} | Feint | |G-----|
SpinAttack | SpinAttack | | |
CentipedeCrush | CentipedeCrush | | |
Monster (Body):
Dash | OgreRun | | |
Headbutt | OgreRun | | |
Spore | Spore | | |
SeedVulcan | SeedVulcan | | |
Monster (Breath):
StinkGas | StinkGas | | |
PoisonGas | PoisonGas | | |
StoneGas | Needles |------F-| |
SleepGas | SleepGas |-------X| |
TripGas | Needles |------F-| |
BeetleJuice | Beat{08f} |------F-|---W--|
Monster (Magical):
Pheromone | Pheromone | | |
SpiderNet | SpiderNet | | |
Supersonic | Supersonic | | |
Heavy Weapon (HandBlaster, LaserCarbine):
Blaster | Blaster | | |
Heavy Weapon (HyperBlaster):
DestructionBeam | Blaster | | |
Heavy Weapon (LightVulcan, MachineVulcan{49}):
Vulcan{187} | Vulcan{1e8} | | |
Mec Program:
RangeFire | Vulcan{1e8} | | |
Mystic Glove:
DeadlyPowder | Spore | | |
Crystalizer | Needles |------F-| |
Mystic Boots:
Sweep{1d1} | Feint | |G-----|
Spiders | OgreRun | | |
TitasWave{1dd} | TitasWave{0a0} | | |
Enemy:
Graviton{117} | Graviton{117} | | |
Vulcan{1e8} | Vulcan{1e8} | | |
-------------------------------------------------------------------------------
Linked AoE Abilities
Original | Linked AoE |Elements|Attrib|
Sword:
WheelSlash | HardSlash |S-------| |
Monster (Arm):
GroundHit | Tremor{0f0} | | |
Monster (Breath):
GasFlame | GasFlame | | |
FireBreath{0c2} | FireBreath{0c2} | | |
FlameBlast | FireBreath{0c2} | | |
ArcticBreath{0c4} | ArcticBreath{0c4} | | |
BoltBreath | BoltBreath | | |
BoltBlast | BoltBreath | | |
Monster (Magical):
QuickSand{0f2} | Tremor{0f0} | | |
Heavy Weapon (BeamCannon):
BeamCannon | FireBreath{0c2} | | |
Heavy Weapon (Bolt Thrower):
BoltThrower | BoltBreath | | |
Heavy Weapon (Flame Thrower):
FlameThrower | FireBreath{0c2} | | |
Heavy Weapon (HyperionBazooka):
ProtonRocket | GasFlame | | |
Heavy Weapon (LightningCannon):
Magnablast | BoltBreath | | |
Heavy Weapon (Thunderbolt):
BoltCannon | BoltBreath | | |
Mec Program:
SatelliteBeam | GasFlame | | |
Mystic Sword:
FireBreath{1b8} | FireBreath{0c2} | | |
Mystic Glove:
ArcticBreath{1cb} | ArcticBreath{0c4} | | |
Mystic Boots:
Quicksand{1da} | Tremor{0f0} | | |
Enemy:
HyperBazooka | GasFlame | | |
Boss:
BusterLauncher | GasFlame | | |
-------------------------------------------------------------------------------
*********************
* Combo Mechanics * [COMBO01]
*********************
I translated the raw data for this section from the Japanese website Sakura.
All credit for originally finding this data goes to whoever found it and put it
on the Sakura site. I don't know who found it or how, and I don't know how to
find out who found it; sorry. I translated it, analyzed it, and compiled it
into the charts and lists below.
Mechanically, forming combos works very similarly to how it works in Romancing
SaGa: Minstrel Song (PS2). In SF, there are eight combo characteristics: Dead
Stop, Down, Instant Stop, Move, Hot, Cold, Black Out, and Snow. Each
characteristic can be Sent and/or Received, and each ability Sends and/or
Receives its own combination of the characteristics. Basically, in order to
form a combo, two abilities need to occur one after the other, and the first
needs to Send at least one characteristic that the second Receives.
For example, StunSlash Sends Down, and DoubleSlash Receives Down, so you can
make the combo StunSlash - DoubleSlash. However, since DoubleSlash doesn't
Send any of the characteristics, you can't make the reverse combo DoubleSlash -
StunSlash.
Longer combos are formed in the same manner--just tack something on the
beginning that Sends something the first ability Receives, or tack something on
the end that Receives something the last ability Sends. Here's an example of a
level 5 combo:
StunSlash - Smash - HardSlash - BearCrush - Heaven/Hell
StunSlash Sends Down, which Smash Receives.
Smash Sends Instant Stop, which HardSlash Receives.
HardSlash Sends Down, which BearCrush Receives.
BearCrush Sends Instant Stop, which Heaven/Hell Receives.
As far as I can tell, the names of the characteristics are for descriptive
purposes only. They don't appear to have any gameplay impact beyond forming
combos. Dead Stop may sound like it might inflict Death or Palsy or whatever,
but it's used by lots of abilities that don't inflict either, so it almost
certainly doesn't. It could as easily be called "Characteristic 1" or "Itchy
Foot" or "Litterbox Voodoo". It's just a name.
Looking at the chart, it quickly becomes obvious that not all characteristics
are created equal. The vast majority of abilities Send Instant Stop, but far
fewer Receive it. Fewer Send Down, but more Receive it. So it continues, with
the balance going more towards Receive and away from Send, through Dead Stop,
Move, and Hot and Cold. Black Out is almost useless, because there are only
two abilities in the entire game that Send it (MoolightCut and FinalStrike),
although there are a few more that Receive it. Snow is even more virtually
useless, because there are only two abilities that Send it (Blizzard and
FinalStrike), and only one ability in the entire game that Receives it
(MoonlightCut).
Finally, as noted in the chart, abilities which target all enemies can only
start off a combo. They won't actually follow anything, even if they have
Receive data (as many of them do). However, it seems that Sakura says it's
somehow possible to get these abilities to follow others, but I can't make out
how they say they did it. Here are two translations of the relevant passage.
Here's Babelfish's translation:
"Entire attack is connected only the forefront of cooperation, but when
acceptance status itself has and special reverse side skill is used, in and
after cooperation it is possible to be able to connect."
And here's Google's:
"The whole attack was only the beginning of the collaboration will lead, but
the status is with reception
Can connect to and after use in conjunction with a special trick."
Specifically, I don't know what "special reverse side skill" and "a special
trick" mean.
************************
* Combo Mechanics * [COMBO02]
* --Combo Data Chart *
************************
I originally made this chart in Excel, where it's much easier to read, and I
was able to color-code it. GameFAQs only accepts guides in ASCII, so I had to
completely re-build the chart for this guide, and the end result could never be
as good, unfortunately.
I highly recommend that you get the original, superior version of the Combo
Data Chart from my page on the SF Data Project site, here:
http://sf.data.project.tripod.com/Zaraktheus.html
It's available both in Excel, for those who have it, and in html, which anyone
should be able to use.
-------------------------------------------------------------------------------
Combo Data Chart
by Zaraktheus
S>: Sends
|S> |S> | -r| -r| -r| | | 2GaleSlash
BearCrush | | | | | |S> |S> | -r| -r| -r| | | GaleSlash
Godless | | | | | | | | | Godless
HardSlash |S> |S> |S> |S> |S> | -r| -r| | | | Haze-to-Wheel
HeadWind | |S> | |S> | |S> | | |S> | | |S> |S> | | | | |S> | |S> | |S> | |S> |S> |S> | |S> |S> | |S> |S> | |S> |S> |S> | |S> | | |S> | | |S> | Blizzard
MoonlightCut |S> | | | | |S> |S> | | |S> |S> |S> |S> | | |S> |S> |S> | | | | | StunShot
TotalShot | | -r|S> | | | -r| | | TotalShot
TrickShot | | | | | |S> |S> | |S> | |S> | |S> | |S> |S> | | |S> |S> |S> |S> |S> | | |S> | |S> |S> |S> | |S> |S> | | |S> |S> | |S> | |S> |S> |S> |S> |S> | |S> |S> |S> |S> |S> |S> |S> |S> |S> | | | |S> |S> | | | | | | RaySword
Re-Al-Phoenix |S> |S> |S> |S> |S> | | | | | | | *CharmNecklace*
Cockatrice |S> |S> |S> | | |S> |S> | | | | | | *DanceShoes*
DirtyFang | |S> | | | | | | DirtyFang
*DurahanShield* |S> |S> |S> | | | | | | *DurahanShield*
ElementDissolve | | |S> | | | | | | ElementDissolve
FinalStrike |S> |S> |S> |S> |S> |S> |S> |S> | FinalStrike
IronclogShot |S> |S> |S> |S> |S> | | -r|S> | | | Maelstrom
*Magihat* | |S> |S> | | | | | | *Magihat*
MillionDollers |S> |S> |S>-r| -r| -r| | -r| | MillionDollers
*PurpleEye* |S> |S> |S> | | |S> |S> | | -r| -r| | | SacredSong
*SandVessel* | |S> | | | | | | *SandVessel*
*SeaStone* | | | | | | *SeaStone*
ShadowHold |S> |S> |S> | | | | | | ShadowHold
SilverFang | |S> |S> |S> | | | | | SilverFang
TwinSword | | | | | |S> | | | |S> | -r|S> | -r| | | *DOBBY Bazooka*
FlameThrower | | | |S> | | | | | GhostCannon
HE-Rocket | | | | | | | HyperionBazooka*
*LightningCannon |S> |S> | | | |S> |S> | | | | | | Paralyzer
PlasmaBullet |S> |S> |S> | |S> |S> | |S> | | | | | | Vulcan
WaterCannon | | | | | | WaterCannon
Heavy Weapons | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Heavy Weapons
Mec Parts | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Mec Parts
AT-Missile | |S> |S> | | | |S> | |S> |S> | | | Graviton
Hammer | |S> | |S> | | | | |S> | |S> | | | | MicroMissile
RailCannon | |S> | |S> |S> | | |S> | | | StarlightShower
Mec Parts | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Mec Parts
Mec Programs | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Mec Programs
Crosshair | | |S> |S> |S> |S> | | | | | | HypnoFlash
Jammer | | |S> | | | | | | Jammer
KAMIKAZE-Crush |S> |S> |S> | | | | | | LogicBomb
Maelstrom |S> |S> |S> | | -r|S> | | | Maelstrom
Magnify | | | | | | | | | Magnify
MecSonata |S> |S> |S> | | | | -r| | MecSonata
PluralSlash |S> |S> | | | | | | PluralSlash
Pop-Knight |S> |S>-r|S> | | | -r| | | Pop-Knight
RangeFire | | |S>-r|S> | -r| | -r| | | Shock Soldier
Shoot-All | | | | | | | | | Shoot-All
TigerRampage | | |S> |S> |S> |S> |S> | | | | | Bloodsucker
CharmGaze |S> |S> |S> | | | | | | CharmGaze
DaggerJaw | | |S> | |S> |S> | | | | | | DeathGaze
Fang | | | | | | | | | Fang
FangCrush | | | |S> |S> | | | | | Grasp
Horn | | | |S> |S> | | | | | | Hypnotism
Petrify |S> |S> |S> | |S> |S> | | | | | | StoneGaze
StunGaze |S> |S> |S> | | | | | | StunGaze
Monster(Head) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Head)
Monster(Arm) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Arm)
Beat | | |S> | | | | | | Beat
Blade | | | |S> |S> |S> | |S> | | | | | | Claw
DeathTouch | | |S> | | | | | | DeathTouch
DoubleAxe | |S> | | | |S> | |S> |S> | -r| -r| | -r| | GaleAttack
GhostTouch |S> |S> |S> | | | | GhostTouch
GroundHit | |S> | | | |S> | |S> | |S> | | | | | IceSmash
Kusanagi | | |S> | | | | | | | | PoisonGrip
PowerBeat | | | |S> |S> | | | | | | Psychout
Scissors |S> |S> | |S> |S> | | | | | | StunTouch
Thrust | |S> | | |S> |S> | |S> |S> | |S> |S> | | | | | | Feint
GriffithScratch | |S> | | | |
PoisonNeedle | | | | | | |S> |S> | | | | | | Sweep
Tail | |S> | | | | | | Tail
TailHit | |S> | | | | | | TailHit
Monster(Leg) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Leg)
Monster(Body) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Body)
Coils |S> |S> |S> | |S> | | | | | |S> | |S> |S> | | | | | -r| | | MinionStrike
Needles |S> |S> |S> | |S> |S> | | -r| -r| | | Oscillation
SeedVulcan | | | |S> | |S> |S> | | |S> |S> | | -r| | | Stampede
Tackle | |S> |S> | | |S> |S> | |S> | | | | | | ArcticBreath
BeetleJuice | |S> | |S> |S> | | |S> |S> | | |S> |S> | | | | | |S> | | |S> | | |S> | |S> |S> | | | | | | | PoisonGas
PoisonGun | |S> | |S> |S> | | | | | | SleepGas
SphinxRiddle | | |S> | | | | | | SphinxRiddle
StinkGas |S> |S> |S> | | | | | | StinkGas
StoneGas |S> |S> | | | | | | StoneGas
TripGas | | | | | | | | TripGas
WaterCannon | | | | | | WaterCannon
Monster(Breath) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Breath)
Monster(Magical) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Magical)
BattleSong | | | | |S> | | | | BattleSong
BladeNet | |S> | |S> | | | | | | Ectoplasnet
ElfShot | |S> | |S> |S> | | | | | | Flash
GremlinTouch | | | | | | | | GremlinTouch
HeatWave | | | -r|S> |S> | -r| | | HeatWave
HPDrain | |S> | | -r|S> | -r| | | Ignis
IllStorm | |S> |S> | | | | | | IllStorm
LightBall | -r| |S> | | | | | | LightBall
Lullaby | | |S> | | | | | | Lullaby
Maelstrom |S> |S> |S> | | -r|S> | | | Maelstrom
MagneticStorm |S> |S> |S> |S> | -r| -r| | | MagneticStorm
MightyCyclone | | |S> |S> |S> | | | | | | | Pheromone
PoisonMist | |S> |S> | | | | | | PoisonMist
Quake | | | -r| | | -r| | | Quake
QuickSand | |S> | | | | | | QuickSand
Rock | |S> | |S> |S> | | -r| -r| | | SacredSong
SadSong | | |S> | | |S> | | | SadSong
Scream | |S> | | | | | | | | Seduction
Silf | | | | | | Silf
Siren | -r|S> |S> | | -r| | | | Siren
SpiderNet |S> |S> | | | | | | SpiderNet
Spoil | |S> | | | | | | Spoil
Supersonic | |S> | | |S> |S> | |S> |S> | |S> | | | -r| | | Tremor
Windblast | | | -r|S>-r| |S> | | | Windblast
Monster(Magical) | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Monster(Magical)
Mystic Sword | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Mystic Sword
Blade | | | |S> |S> | | | | | BloodSucker
FireBreath | | | |S> | |S> |S> | | | | | | Flash
GremlinEffect | | | | | | | | GremlinEffect
GriffithScratch | |S> | |S> | |S> | |S> |S> | | | | | | Hypnotism
Lance | | | |S> |S> | |S> |S> | | -r| -r| | | Oscillation
PsyNet |S> |S> |S> | | | | | | PsyNet
Mystic Sword | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Mystic Sword
Mystic Glove | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Mystic Glove
ArcticBreath | | | | | | | ArcticBreath
Crystalizer |S> |S> | | |S> | | | Crystalizer
DeadlyPowder |S> |S> |S> | | |S> | |S> |S> | |S> | | | | | IceSmash
PoisonusBlow | | | |S> |S> | | | | | | Psych-out
Spoil | |S> |S> | | | | | | Spoil
SpreadBlaster |S> |S> | | | | SpreadBlaster
TigerRampage | | |S> | | | WaterCannon
Mystic Glove | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Mystic Glove
Mystic Boots | DS | Dn | IS | Mv | Ht | Cl | BO | Sn | Mystic Boots
Assasinate | |S> | |S> | |S> |S> | | | | | | MysteryTap
PowerKick | | | | |