SSSSSSSSSSSSSSS EEEEEEEEEEEEEEEEEE SS:::::::::::::::S E::::::::::::::::E S:::::SSSSSS::::::S E::::::::::::::::E S:::::S SSSSSSS EE:::::EEEEEE::::E S:::::S E::::E EEEEEE S:::::S TATISTIC MECHANICS GUID E::::E S::::SSSS E:::::EEEEEEE SS::::::SSSSS E:::::::::::E SSS::::::::SS Final Fantasy X SMG v1.0 E:::::::::::E SSSSSS::::S ---------------------------- E:::::EEEEEEE S:::::S Written By SinirothX E::::E S:::::S InfiniteZero000[at]aol[dot]com E::::E EEEEEE SSSSSSS S:::::S And SClemmons EE:::::EEEEEE::::E S::::::SSSSSS:::::S swtzwondrboy20[at]yahoo[dot]com E::::::::::::::::E S:::::::::::::::SS E::::::::::::::::E SSSSSSSSSSSSSSS EEEEEEEEEEEEEEEEEE =============================================================================== ``````````````````````````````````````````````````````````````````````````````` TABLE OF CONTENTS ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== I. COPYRIGHT II. STRENGTH & DEFENSE a) The Physical Formula b) 'Base Damage' Reduction c) Damage Modifications d) Various Notes III. MAGIC & MAGIC DEFENSE a) The Magic Formula b) The Healing Formula c) Defense & Magic Defense Effects d) Damage Modifications IV. EVASION & ACCURACY a) Party's Accuracy Percentage and Accuracy Number Calculation d) Specifics of Darkness c) Enemies' Accuracy Percentage Calculation d) Determining Hit Percentage V. AGILITY a) Determining 'Tick Speed' Using Agility b) Initial Counter Value VI. LUCK a) What It Affects b) Common Misconception VII. CONSTANT VALUES **COMING SOON** a) Enemy Attacks b) Abilities VIII. HIT PERCENTAGE **COMING SOON** IX. ACKNOWLEDGEMENTS =============================================================================== ``````````````````````````````````````````````````````````````````````````````` I. COPYRIGHT ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== This document is Copyright © 2004; SinirothX. It is my intellectual property, and is not permitted to be reproduced or distributed at all. I also, as of this point, will not allow ANY sites (other than the ones who are already listed to the below) to host this guide on their websites. Also, no one may use this info in here as a basis for their own FAQ...UNLESS they contact me for permission to use any of the data contained herein. Now, here is the list of the only sites which can host this document: GameFAQs - www.gamefaqs.com Neoseeker - www.neoseeker.com IGN - faqs.ign.com =============================================================================== ``````````````````````````````````````````````````````````````````````````````` II. STRENGTH & DEFENSE ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== ___________________________ / a) The Physical Formula \ =============================================================================== The following formula is the basis for figuring the damage that will be caused by a physical attack. Note: this does not just include the 'Attack' command, but also any other attack with physical properities: [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Where... 'Stat' = Strength + Cheer [*] 'DmCon' = Damage Constant [**] [*] -> The lowest value possible for Str stat is 0, while it can also be situated anywhere after that =< 255 [=< is to be read as less than or equal to]. [**] -> The 'Attack' command has DmCon of 16. Other attacks have different ones which obviously are used to modify the damage done. So...here is an example using simply the 'Attack' command and an Str stat of 127. Note: Cheer is not in effect. Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 However...there is another aspect to take into consideration when determining final damage, covered in the subsequent subsection. ______________________________ / b) 'Base Damage' Reduction \ =============================================================================== Note: Magic Defense will have nothing to do with this section. It simply uses the same formula as Defense, therefore it is at least mentioned. Putting it more simply, reduction of base damage due to Defense/Magic Defense. The defensive stat is converted to an integer between 0 and 730 (called "DefNum"), which is then used to adjust the damage. Terence's formula for DefNum fits for the high and low Defense values, but it is off by 1 for some of the middle values. Now, to figure out the integer for DefNum (briefly mentioned to the above), you would utilize the following formula. [{(Def - 280.4)^2} ÷ 110] + 16 In that formula, Def = Defense stat. - Ok, once you have purposively calculated DefNum (using that formula), it is to be inserted into this Damage formula: [Dmg * DefNum ÷ 730] Another factor that we cannot disregard when figuring the reduction of base damage. That, of course, is the Cheer/Focus damage reduction, determined by the following formula. [Dmg * (15 - Cheer) ÷ 15] Effect of Defense or Magic Def: Final Damage = Base Damage * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 * - substitute MDef for Def accordingly. Now let's follow these formulae, and formulate them into a flowchart, using the following example (of course, highly variable), and figure out the Final Damage. Str = 127, no Cheer, 'Attack' command used, enemy Def = 34. Starting from the end of last time: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 ___________________________ / c) Damage Modifications \ =============================================================================== For the below list of modifiers, I will be using 'Base Damage 2' listed above, and consider it as if it were 'Final Damage.' ------------------------------------------------------------------------------- | Strength +x% (3%, 5%, 10%, 20%) | 49655 + 3%[1489] = 51144 | |---------------------------------| 49655 + 5%[2482] = 52137 | | Increases physical damage by x% | 49655 + 10%[4965] = 54620 | | | 49655 + 20%[9931] = 59586 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Inherent Armor property | 49655 ÷ 3 = 16551 | |---------------------------------|-------------------------------------------| | Cuts physical damage to 1/3 if | Note: that Celestial weapons do not deal | | attack is not Piercing. Armor | piercing damage, however, an attack | | Break removes Armor reduces Def | performed by an Aeon will indeed be a | | to zero. | piercing attack. | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Defend (Triangle or Sentinel) | 49655 ÷ 2 = 24827 | |---------------------------------| | | Cuts physical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Protect | 49655 ÷ 2 = 24827 | |---------------------------------| | | Cuts physical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Power Break | 49655 ÷ 2 = 24827 | |---------------------------------| | | Cuts physical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Defense +x% (3%, 5%, 10%, 20%) | 49655 - 3%[1489] = 48166 | |---------------------------------| 49655 - 5%[2482] = 47173 | | Decreases physical damage by x% | 49655 - 10%[4965] = 44690 | | | 49655 - 20%[9931] = 39724 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Cheer | First Use: 49655 - 3310 = 46345 | |---------------------------------| Second Use: 49655 - 4137 = 45518 | | Cuts damage that defense is | Third Use: 49655 - 5517 = 44138 | | considered in by 1/15th each | Fourth Use: 49655 - 8275 = 41380 | | time (note: can be used 5 times)| Fifth Use: 49655 - 16551 = 33104 | ------------------------------------------------------------------------------- ********************************************************* * Celestial Modifiers (applies to physical damage only) * ********************************************************* ------------------------------------------------------------------------------- | For Caladbolg, World Champion, Spirit Lance and Godhand | |-----------------------------------------------------------------------------| | (10 + [100 * User's current HP ÷ User's Max HP]) ÷ 110 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | For Nirvana and Onion Knight | |-----------------------------------------------------------------------------| | (10 + [100 * User's current MP ÷ User's Max MP]) ÷ 110 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | For Masamune | |-----------------------------------------------------------------------------| | (130 - [100 * Auron's current HP ÷ Auron's Max HP]) ÷ 60 | ------------------------------------------------------------------------------- * Multiply modifiers together to get final result (but add together all Strength/Defense +x% modifiers before mutliplying). ____________________ / d) Various Notes \ =============================================================================== Thanks to many on the FFX message board for this: Note that unlike the previous modifiers, Cheer does not apply to physical type damage specifically - it applies to anything affected by Defense. Many people assume anything that uses Strength is physical, but this is not so. (Note the "physical" formula" is not exclusively used for "physical" damage). There are many litmus tests for physical, but the simplest is probably that if Protect affects it, then it's physical. In most cases physical attacks and Strength- based attacks are the same but there are many exceptions (overdrives never do physical damage). This means that Cheer will work against non-physical attacks like overdrives (e.g. Triumphant Grasp) but not physicals that ignore Defense (e.g. Fangs of Chaos). Similarly, all the other modifiers will work against physicals that ignore Defense (even Defense +x%), but not against non-physicals, even if they are affected by Defense. =============================================================================== ``````````````````````````````````````````````````````````````````````````````` III. MAGIC & MAGIC DEFENSE ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== ________________________ / a) The Magic Formula \ =============================================================================== The following formula is the basis for figuring the damage that will be caused by a magical attack: [DmCon * ([Stat ^ 2 ÷ 6] + DmCon) ÷ 4] Where... 'Stat' = Magic + Focus [*] 'DmCon' = Damage Constant [**] [*] -> The lowest value possible for Mag stat is 0, while it can also be situated anywhere after that =< 255 [=< is to be read as less than or equal to]. [**] -> All magics have what is called a Damage Constant. It's a constant value used in the formula and adjusts the amount of damage said magic will do. So...here is an example of using Fira with 255 Magic. Note: Focus is not in effect. Step 1 --------------------------------- [DmCon * ([Stat ^ 2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [24 * {[255^2 ÷ 6] + 24) ÷ 4] Step 3 ------------------------------------------ [24 * ([65025 ÷ 6] + 24) ÷ 4] Step 4 ------------------------------------------------ [24 * (10837 + 24) ÷ 4] Step 5 ----------------------------------------------------- [24 * (10861) ÷ 4] Step 6 ----------------------------------------------------------- [260676 ÷ 4] Step 7 ---------------------------------------------------- Base Damage = 65169 However...there is another aspect to take into consideration when determining final damage, covered in the subdivision 'c)' of this section titled 'Defense & Magic Defense Effects.' __________________________ / b) The Healing Formula \ =============================================================================== The following formula is the basis for figuring the amount of HP that would be recovered should you choose to utilize a healing spell (such as Curaga) during battle, should situations become dire. HlCon * [(Stat + HlCon) ÷ 2] Where... 'Stat' = Magic + Focus [*] 'HlCon' = Healing Constant [**] [*] -> The lowest value possible for Mag stat is 0, while it can also be situated anywhere after that =< 255 [=< is to be read as less than or equal to]. [**] -> All healing magics have what is called a Damage Constant. It's a constant value used in the formula and adjusts the amount of health said magic will cure. So...here is an example of using Curaga with 240 Magic. Note: Focus is not in effect. Step 1 ------------------------------------------- HlCon * [(Stat + HlCon) ÷ 2] Step 2 -------------------------------------------------- 80 * [(240 + 80) ÷ 2] Step 3 ------------------------------------------------------- 80 * [(320) ÷ 2] Step 4 ----------------------------------------------------------- 80 * [(160)] Step 5 -------------------------------------------------- Base Recovery = 12800 ________________________________________ / c) Defense & Magic Defense Reduction \ =============================================================================== Note: Defense is completely irrelevant in this section. However, it does use the same formula, therefore it's at least given a mention. Putting it more simply, reduction of base damage due to Defense/Magic Defense. The defensive stat is converted to an integer between 0 and 730 (called "MDefNum"), which is then used to adjust the damage. Terence's formula for DefNum fits for the high and low Defense values, but it is off by 1 for some of the middle values. Now, to figure out the integer for DefNum (briefly mentioned to the above), you would utilize the following formula. [{(MDef - 280.4)^2} ÷ 110] + 16 In that formula, Def = Defense stat. - Ok, once you have purposively calculated DefNum (using that formula), it is to be inserted into this Damage formula: [Dmg * MDefNum ÷ 730] Another factor that we cannot disregard when figuring the reduction of base damage. That, of course, is the Cheer/Focus damage reduction, determined by the following formula. [Dmg * (15 - Cheer) ÷ 15] Effect of Defense or Magic Def: Final Damage = Base Damage * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 * - substitute MDef for Def accordingly. Now let's follow these formulae, and formulate them into a flowchart, using the following example (of course, highly variable), and figure out the Final Damage. Mag = 255, no focus, Ultima is used, enemy MDef = 1 (we're not picking up where we left off in 'The Magic Formula' this time): Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 Please, note: Nova possesses base 70 and does Magic damage, however it uses the physical damage formula. ___________________________ / d) Damage Modifications \ =============================================================================== ------------------------------------------------------------------------------- | Magic Booster | 3542 ÷ 2 = 1771 | |------------------------------------| | | Increases magical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Strength +x% (3%, 5%, 10%, 20%) | 3542 + 3%[106] = 3648 | |---------------------------------| 3542 + 5%[177] = 3719 | | Increases physical damage by x% | 3542 + 10%[354] = 3896 | | | 3542 + 20%[708] = 4250 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Shell | 3542 ÷ 2 = 1771 | |---------------------------------| | | Cuts magical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Mental Break | 3542 ÷ 2 = 1771 | |---------------------------------| | | Cuts magical damage by 1/2 | | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | MDefense +x% (3%, 5%, 10%, 20%) | 3542 - 3%[106] = 3436 | |---------------------------------| 3542 - 5%[177] = 3365 | | Decreases magical damage by x% | 3542 - 10%[354] = 3188 | | | 3542 - 20%[708] = 2834 | ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- | Focus | First Use: 3542 - 236 = 3306 | |---------------------------------| Second Use: 3542 - 295 = 3247 | | Cuts damage that MagicDefense is| Third Use: 3542 - 393 = 3149 | | considered in by 1/15th each | Fourth Use: 3542 - 590 = 2952 | | time (note: can be used 5 times)| Fifth Use: 3542 - 1180 = 2362 | ------------------------------------------------------------------------------- Mental Break reduces Magic Def to 0. Note magical "damage" includes healing. Like with physicals, "magical" damage applies only to stuff affected by Shell, not stuff affected by Magic Def in general. So Fury does not do magical damage. =============================================================================== ``````````````````````````````````````````````````````````````````````````````` IV. EVASION & ACCURACY ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== Suppose that there is an integer called Accuracy%. This is the percentage chance of an attack hitting the target, considering only Accuracy and Evasion. Accuracy% is calculated in different ways for "character attacks" (made by your party) and "monster attacks" (made by the enemy). For character attacks, the game makes an intermediate calcluation of an integer that we'll call "AcNum": AcNum = [AttackerAccuracy * 0.4 - TargetEvasion + 9] "AcNum" is then converted to Accuracy% using the following schedule: AcNum.......................Accuracy% 0 or less..........................25 1-2................................30 3-4................................40 5..................................50 6..................................60 7..................................80 8 or greater......................100 One thing that should be majorly noted about that list. Say a character is AcNum 7, but is currently augmented by Darkness. Normally, you'd think their Acc% would be 80...however, with the affliction of Darkness it becomes 10 automatically. This is the same with all AcNums..if a character experiences Darkness, their Acc% is right away 10 until Darkness is dispelled, and then once again becomes normal. For monster attacks, the calculation of Accuracy% is a bit simpler: Accuracy% = (SkillAccuracy - TargetEvasion) Where... SkillAccuracy -> An integer based on an enemy's attack. Under whichever insinuendo, enemy or character, at this point, Accuracy% has been calculated Hit% = Accuracy% + AttackerLuck - TargetLuck Where... 'Hit%' = the chance of the attack hitting. Note that if an enemy has 111+ Evasion, your Accuracy is irrelevant, your base chance of hitting will never be better than 25% before Luck is considered (the main reason why more Luck can be totally different from more Accuracy). =============================================================================== ``````````````````````````````````````````````````````````````````````````````` V. AGILITY ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== _____________________________________________ / a) Determining 'Tick Speed' Using Agility \ =============================================================================== First, you must be introduced to what Tick Speed is: From Terence's mechanics data: "The CTB system works on a system of clock ticks, very similar to FFT. There are, of course, differences.... Each monster and party member have a counter. Every tick, this counter reduces by 1. At that point, anyone whose counter has dropped to 0 may take their next turn. It is not currently known exactly how the game resolves multiple characters reaching 0 at the same time. In addition to the counter, every battle object has a tick speed. This is an integer worked out from the character's Agility. Any action you take will be a multiple of this tick speed. When a turn is taken, it sets the counter to a value related to your tick speed and the ability used. Each ability has a Rank that designates exactly how fast the ability is. Lower ranked abilities take less time than higher ranked abilities, and the progression is linear: a Rank 8 ability will take eight times as long to recover from as opposed to a Rank 1 ability. The CTB window shows the next 16 turns that will be taken, in whatever order. It assumes that each character, when their next turn comes up, will select a Rank 3 move. Rank 3 is the default speed for any ability. Furthermore, the bar next to each character's 'turn' represents how many ticks away it is. With no bar showing, the turn is to be taken during the current tick. A full bright pink bar represents a turn 20 ticks away, and for each further color that is filled, another 20 ticks is added on. A full bar of the darkest color represents a turn that is 60 or more ticks away. Because of all this, there are very few formulas required to explain all this. We'll cover the most important one now: what the counter is set to when you take a turn. The exact value is: Counter = [Tick Speed*Rank*Haste Status] ...where Rank refers to the Rank of the ability used, and Haste Status is either 1/2 for Haste, 1 for Normal and 2 for Slow. Keep in mind that when under Haste status, your Counter will be rounded up if a fraction remains. This often results in abilities with odd-numbered Ranks used by characters with odd-numbered tick speeds being recovered from slightly faster than usual. Casting Haste and Slow also changes the current Counter. A successful casting of Haste on a character will halve their current Counter while rounding down, regardless of whether they were Slowed or not beforehand. The opposite happens with Slow; their Counter will be doubled regardless of whether they were in Haste or not. Also note that Dispelling either Haste or Slow will *NOT* change their Counter. Their Counter will continue to descend at the same high or low value until their next turn." Now, here's a chart relating Agility to Tick Speed: ------------------------+-------------------------+-------------------------- Agi = Tick Speed | Agi = Tick Speed | Agi = Tick Speed ------------------------+-------------------------+-------------------------- 170 - 255 = 3 | 19 - 22 = 10 | 4 = 20 ------------------------+-------------------------+-------------------------- 98 - 169 = 4 | 17 - 18 = 11 | 3 = 22 ------------------------+-------------------------+-------------------------- 62 - 97 = 5 | 15 - 16 = 12 | 2 = 24 ------------------------+-------------------------+-------------------------- 44 - 61 = 6 | 12 - 14 = 13 | 1 = 26 ------------------------+-------------------------+-------------------------- 35 - 43 = 7 | 10 - 11 = 14 | 0 = 28 ------------------------+-------------------------+-------------------------- 29 - 34 = 8 | 7 - 9 = 15 | ************************* ------------------------+-------------------------+-------------------------- 23 - 28 = 9 | 5 - 6 = 16 | ************************* ------------------------+-------------------------+-------------------------- ____________________________ / b) Initial Counter Value \ =============================================================================== (Thanks to jobber2022497 for posting this info and allowing me to use it) The first has to do with the Counter value assigned to each participant at the start of battle. We'll call this number "Inital Counter Value", or ICV for short. You may have noticed that the ICV for a given character (without Haste) is approximately [Tick Speed * 3]. For quick reference, here's the list of Tick Speed values for each range of Agility: Agi --------------------------------------------------> TS 0 ----------------------------------------------------> 28 1 ----------------------------------------------------> 26 2 ----------------------------------------------------> 24 3 ----------------------------------------------------> 22 4 ----------------------------------------------------> 20 5~6 --------------------------------------------------> 16 7~9 --------------------------------------------------> 15 10~11 ------------------------------------------------> 14 12~14 ------------------------------------------------> 13 15~16 ------------------------------------------------> 12 17~18 ------------------------------------------------> 11 19~22 ------------------------------------------------> 10 23~28 ------------------------------------------------> 9 29~34 ------------------------------------------------> 8 35~43 ------------------------------------------------> 7 44~61 ------------------------------------------------> 6 62~97 ------------------------------------------------> 5 98~169 -----------------------------------------------> 4 170~255 ----------------------------------------------> 3 In Pre-emptive Strikes and Ambushes, the ICVs of the disadvantaged side are indeed set to [TickSpeed * 3]. However, in a normal start, [TickSpeed * 3] is only the maximum ICV possible for characters and the minimum ICV possible for monsters. For characters, the range of possible ICVs varies greatly within each Tick Speed. In contrast, monsters have only one ICV range per Tick Speed. Here is the list of relevant Agility groupings (left column), their corresponding characater ICV ranges (right column), and monster ICV ranges ("M" entries) in a normal start: Agi------------------------------------ICV 1---------------------------------------83~84 M: 84~93 2---------------------------------------77~78 M: 78~86 3---------------------------------------71~72 M: 72~80 4---------------------------------------59~60 M: 60~66 5---------------------------------------47~48 6---------------------------------------46~48 M: 48~53 7---------------------------------------44~45 8---------------------------------------43~45 9---------------------------------------42~45 M: 45~50 10---------------------------------41~42 11---------------------------------40~42 M: 42~46 12---------------------------------38~39 13---------------------------------37~39 14---------------------------------36~39 M: 39~43 15---------------------------------35~36 16---------------------------------34~36 M: 36~40 17---------------------------------32~33 18---------------------------------31~33 M: 33~36 19---------------------------------29~30 20---------------------------------28~30 21---------------------------------27~30 22---------------------------------26~30 M: 30~33 23---------------------------------26~27 24---------------------------------25~27 25---------------------------------24~27 26---------------------------------23~27 27---------------------------------22~27 28---------------------------------21~27 M: 27~30 29---------------------------------23~24 30---------------------------------22~24 31---------------------------------21~24 32---------------------------------20~24 33---------------------------------19~24 34---------------------------------18~24 M: 24~26 35---------------------------------20~21 36---------------------------------19~21 37---------------------------------18~21 38---------------------------------17~21 39---------------------------------16~21 40---------------------------------15~21 41---------------------------------14~21 42---------------------------------13~21 43---------------------------------12~21 M: 21~23 44~45------------------17~18 46~47------------------16~18 48~49------------------15~18 50~51------------------14~18 52~53------------------13~18 54~55------------------12~18 56~57------------------11~18 58~59------------------10~18 60~61------------------9~18 M: 18~20 62~65------------------14~15 66~69------------------13~15 70~73------------------12~15 74~77------------------11~15 78~81------------------10~15 82~85------------------9~15 86~89------------------8~15 90~93------------------7~15 94~97------------------6~15 M: 15~16 98~105----------------11~12 106~113---------------10~12 114~121---------------9~12 122~129---------------8~12 130~137---------------7~12 138~145---------------6~12 146~153---------------5~12 154~161---------------4~12 162~169---------------3~12 M: 12~13 170~185---------------------8~9 186~201---------------------7~9 202~217---------------------6~9 218~233---------------------5~9 234~249---------------------4~9 250~255---------------------3~9 M: 9~10 Each single-spaced block of entries represents a distinctive Tick Speed. To get a monster's ICV range, find its Agility stat and look for the "M" entry directly below it. For example, Vorban (33 Agility) has an ICV range of 24~26. Of course, character ICV is halved with [Auto-Haste]. Note that 0 Agility is not covered by Ultimania; the only known 0 Agility unit in the game is Magic Urn, and it never gets a proper turn. So that's it for the first issue of this topic. Scroll down for the next part. (I promise that it will be shorter!) As you might already know, a few of the game's monsters will do something immediately after they appear, regardless of "Pre-emptive Strike"/normal start/"Ambush" or Agility. For lack of anything better to call them, I've named such occurences "immediate actions", and they are the second subject of this topic. Examples of them include Yunalesca[3]'s Mega Death and Varuna's Haste (when Varuna is encountered outside the Arena). Immediate actions that are done at the start of battle occur one tick before Pre-Emptive Strike/[First Strike]/Ambush turns are resolved. Character counters are not reduced during this tick, but the immediately-acting monster's Counter is reduced. In other words, when Kottos (Tick Speed 7) starts the battle by preparing its counterattack, its Counter is reset to 21, but the Counter goes down to 20 before the characters can take [First Strike]/Pre-emptive Strike turns (it will be 16 by the time that a 170 Agility + [Auto-Haste] character gets his/her first turn). I have not done any thorough testing with it yet, but it seems that immediate actions cancel out the "Monster Counter -> 0" property of Ambush (at least with Kottos). Ultimania Omega has a table that looks like a list of battle-opening immediate actions, but I do not know enough Japanese to read it all (yet). * - I've only tested this in battles with a single enemy, so I cannot say if this holds true for multiple enemies in a battle in which only one enemy has an immediate action. Monster ICV's appear to range from, yes, 3x Tick Value to [10*TV÷9] inclusive, in all cases. Party ICV's... they appear to depend on how much Agi you have over the base value. For TVs 7+, it's a simple 1-to-1 basis (if MinAgi is the minimum Agi required to get a particular TV, then your ICV = (3*TV - 1 - (Agi-MinAgi)) to (3*TV)). Below that, though, the range uses a power of 2, transforming the formula to: ICV = (3*TV - 1 - [(Agi-MinAgi)÷(2^(7-TV))]) to (3*TV) Slow merely doubles the Tick Counter; it doesn't change Tick Speeds. And I note I listed [10*TV÷9] for monsters end value, which is clearly incorrect: I meant [30*TV÷9] or [10*(3*TV)÷9]. =============================================================================== ``````````````````````````````````````````````````````````````````````````````` VI. LUCK ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== ______________________ / a) What It Affects \ =============================================================================== Luck only factors in to three things, which are as follows: 1. Critical Hit Rate -> formula coming soon 2. Your odds of hitting an enemy -> more info coming soon 3. The odds of an enemy hitting you -> more info coming soon ___________________________ / b) Common Misconception \ =============================================================================== 1. Luck does NOT affect your stealing rate. For every steal you have a 1/2 chance of the last turn you stole to steal: First Turn - 100% | Second Turn - 50% | Third Turn - 25% Fourth Turn - 12.5% | Fifth Turn - 6.25% | Sixth Turn - 3.125% Seventh Turn - 1.5625%| Eighth Turn - .78125%| Ninth Turn - .390625% Etc., etc. =============================================================================== ``````````````````````````````````````````````````````````````````````````````` VII. CONSTANT VALUES ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== COMING SOON!!! =============================================================================== ``````````````````````````````````````````````````````````````````````````````` VIII. HIT PERCENTAGE ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== COMING SOON!!! =============================================================================== ``````````````````````````````````````````````````````````````````````````````` IX. ACKNOWLEDGEMENTS ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, =============================================================================== This is where I pay tribute to those who've helped us out in the making of this FAQ. We'd like to thank the following... +- jobber2022497 -+ For posting ICV information on the FFX board. +- Theoden -+ For many knowledgeable posts and for various pieces of information here and there. +- Thundaka -+ For clarifying that Luck also affects the odds of an enemy hitting you. +- Terence -+ His information on Tickspeed and various stat formulas proved invalueable in the making/writing of this FAQ. +- Masamune3 -+ For help in the past and for being a great guy. +- Lord Skylark -+ Scanning the Ultimania pages. +- Split Infinity -+ For helping me in the past with a question I had about Luck. +- Ultimania series -+ This is where it's at. Arguably the most useful and detailed FFX source in the world. They've provided an insane amount of detail to me. Want to get on this list? Want to be famous? Heh, just submit information that is NOT already included in this guide and you'll be put on here. Another way? Well, you could always correct a mistake we might've made throughout the FAQ. Thanks. Over and out. xX End of File Xx