Mechanics/fr

Dégats Physiques
La formule pour les dégats physiques:

(Unit ATK2 / Enemy DEF) * Physical Killer Effects * Elemental Weakness/Resistance * Skill Modifier * Level Correction * Weapon Variance * Final Variance


 * L'ATT de l'unité est calculée avant les buffs, voir ci-dessus.
 * La DEF enemie est calculée après un debuff et l'ignorance la DEF d'une aptitude. - Enemy Base DEF * (100% - Break %) * (100% - Ignore Defense %)
 * Les effets Tueurs (ex: Tueur de Bêtes) viennent d'aptitudes et sont cumulable jusqu'à un maximum de 300%.
 * Les effets Tueurs sont réduit de moitié quand la cible à deux races (augmente les dégats de 25% au lieu de 50%)
 * Le multiplicateur de dégats varie selon la compétence, avec l'attaques normale étant calculée comme 1.
 * La correction de niveau est calculée ainsi 1 + (Niveau de l'unité) / 100)
 * Les coups critiques augmente les dégats de 50%.
 * Attaquer des unités de joueur reduit les dégats à un dixième.
 * En arène, les dégats sont limités à 999 par actions, avant les combos.

Note: L'affichage du texte de faiblesse n'apparaît que si vous avez 50% ou plus de dégats bonus via effet tueur ou element d'attaque.

Lorsque les dégats de bases sont définis, un pourcentage aléatoire est choisis parmis un interval basé sur le type d'arme. Les armes «typiques» partagent le même interval qui est commun à presque toutes les armes de type similaire à que ceux indiquées dans le tableau à droite et possède toujours une moyenne de 100%. Un exemple d'arme «atypiques» est Fixed Dice, qui possède sont propre intervalle qui possède une moyenne bien superieur à 100%. Une fois l'interval choisie, les dégats sont multiplié une dernière fois avec un pourcentage compris ente 85% et 100%. Cet interval final est calculé même pour les armes comme Fixed Dice, ce dernier ignore juste l'interval du tableau a droite.

Dégats Magiques
La formule pour les dégats magiques:

(Unit MAG2 / Enemy SPR) * Magical Killer Effects * Skill Modifier * Level Correction


 * La MAG de l'unité est calculée avant les buffs, voir ci-dessus
 * Les dégats magiques sont calculés utilisant votre magie totale lorsque vous utiliser 2 armes
 * Enemy SPR is calculated after a debuff and ignore spirit skill/spell - Enemy Base SPR * Break * Ignore SPR
 * Le multiplicateur de dégats varie selon le sort/la compétence.
 * La correction de niveau est calculée ainsi 1 + (Niveau de l'unité) / 100)
 * Attaquer des unités de joueur reduit les dégats à un dixième.
 * En arène, les dégats sont limités à 999 par actions, avant les combos.

Lorsque les dégats de bases sont définis, un pourcentage aléatoire est choisis entre 85% et 100%.

Dégats Hybrides
The formula for hybrid dégats:

Physical Dégats: (Unit ATK2 / Enemy DEF) * Physical Killer Effects * Skill Modifier * Level Correction Magic Dégats: (Unit MAG2 / Enemy SPR) * Physical Killer Effects * Skill Modifier * Level Correction Hybrid Dégats: (Physical Dégats + Magic Dégats) / 2


 * Unit MAG and ATK are calculated after buffs, see above.
 * Magic Dégats is calculated using your total MAG when dual-wielding.
 * Enemy SPR and DEF are calculated after a debuff and ignore spirit/defense skill
 * Enemy Base SPR * Break * Ignore SPR and Enemy Base DEF * Break * Ignore Defense
 * Physical killer effects will work on the magic dégats portion, but not magical killer effects.
 * Skill modifier varies per ability.
 * Level correction is calculated with 1 + (Unit Level / 100)
 * Attacking player's unit reduces your dégats to one tenth
 * In arena, your dégats is capped to 999 per action, before chain

A simple but accurate way of thinking about Hybrid dégats is that you're attacking with half of the skill modifier as physical dégats and the other half modifier as magic dégats.

Hybrid dégats skills generally require a higher skill modifier to deal comparable dégats to a non-hybrid skill. If your opponent has equal DEF/SPR (including buffs/debuffs), then ATK and MAG will be equally valuable to your hybrid dégats. However, if your opponent has significantly different DEF/SPR, then the relative value of ATK vs MAG is weighted accordingly (inversely proportional).

Attaques physiques avec dégats magiques

 * Examples: Sunbeam, Wild Card.


 * In general, they follow rules regarding physical abilities, except they deal magic dégats.
 * In particular, these skills will hit twice when dual wielding, and they will carry the elements from your weapon(s). However, as a perk, MAG from both weapons count towards the dégats for both hits (both hands' MAG are simply added together for spells - as opposed to physical dégats where ATK from each hand only counts toward the respective hit).
 * Physical Killer Effects will increase the dégats from these, but not magical killer effects.
 * However, as a special case, they do not proc additional status ailments from weapons like Mage Masher.

Dégats non mitigés

 * Partial unmitigated dégats is referred to as "Ignore DEF" or "Ignore SPR" on this wiki
 * Each dégats formula above already took ignore DEF/SPR into account
 * Unmitigated dégats increases your ability dégats by static percentage. It is not better on enemy with high DEF/SPR or less effective against a low DEF/SPR.
 * You may calculate the amount of dégats increased with 1 / (1 - Ignore DEF/SPR)
 * Ignore 25% DEF/SPR will increase your dégats by 1.33x
 * Ignore 50% DEF/SPR will increase your dégats by 2x
 * Ignore 100% DEF/SPR or higher cannot exist as it'll deal infinite dégats
 * Unmitigated dégats also has some minor mechanical differences. It can't be reflected nor can it be stopped by cover effects.

Dégats de Chimères

 * Esper dégats involves all 4 stats, not just ATK or MAG.
 * All stats are divided by 100 then rounded down, so you will need to increase a stat to +100 in order to increase dégats.
 * Esper's dégats formula changes depending on their dégats type, physical or magic.

Physical: (FLOOR((ATK + DEF + MAG/2 + SPR/2)/100 * (1 + EVO MAG))²) * (1 / Enemy DEF) * Dégats Modifier * Dégats Up * Lvl Correction * Variance

Magic: (FLOOR((MAG + SPR + ATK/2 + DEF/2)/100 * (1 + EVO MAG))²) * (1 / Enemy SPR) * Dégats Modifier * Dégats Up * Lvl Correction * Variance

Dégats Modifier: See esper page Dégats Up: 3★ Esper learns this passive skill, applied as a straight multiplier, separate from EVO MAG Lvl Correction: 1 + (Esper Level / 100) Variance: 0.85 to 1.00 in 0.01 increments, averages to 0.96

Defense

 * Decrease all dégats taken by 50%
 * The skill Defend reduces only physical dégats by the same amount and yet requires MP, for an unknown reason.

Résistances Élémentaires
A unit or enemy elemental resistance increases or decreases the dégats received by attacks of that element.

An attack can be infused with elements from the ability and the equipped weapon(s) only if it deals physical dégats. Magic dégats take element from the ability only. Dual Wield will add both weapons element on all of its attack.

If you have multiple elements infused to your attack, their resistance will be averaged. For example:
 * Dual wielding fire and ice weapons, while using a lightning physical dégats ability
 * Enemy has +50% fire resist, +50% ice resist, and +100% lightning resist
 * Effective resistance for that attack would be (50% + 50% + 100%) / 3 = 66.66%

The dégats formula for elemental resistance:

 Dégats = Initial Dégats * (1 - Elemental Resistance) | Min: 0


 * The Initial Dégats is the value after the physical, magic or hybrid calculation, see above.
 * Having an elemental resistance over 100% provides no extra benefit dégats-wise, but it provides buffer against enemy resistance debuff.

Types de Dégats
Dégats is divided into 4 types: Physical, Magic, Hybrid, and Fixed.

All magic spells (black or white) do magic dégats, modified by magic killer effects, and are affected by matching type of Dualcast. An exception to this would be Olive's Mortar Beacon: A black magic dealing physical dégats.

Abilities, however, are more complicated, and can cause certain dégats to be calculated differently. Just as dégats is divided into 4 types, abilities are also divided into the exact same types. For most of them, ability and dégats type matches. There are some instances of ability and dégats type being different, and does not conform to the usual dégats calculation described above.

Let's take a look at how each one of these affect dégats mechanics and calculation:

Examples of mixed type abilities:

Which type is affected by enemy's physical/magic counter is still unknown. There are also limit bursts with mixed types similar to abilities, with the big difference of dual wield not affecting it. The example listed above does not currently list limit bursts and enemies' abilities.

Soin
The formula for healing:

'''Skill Base Healing + (0.5 * Unit SPR + 0.1 * Unit MAG) * (Skill Modifier)


 * Unit SPR & MAG are calculated after buffs, see above.
 * All healing done will be randomized within a range of 85 - 100%

Over Turns
Healing skills over turns are calculated just like normal healing, but the amount is divided by the amount of turn duration. They proc after your turn ends, but before your opponent takes action.

Note: Luka's Regenerate and Noctis Cover do not stack.

Plusieurs Coups
There are two kind of multiple hits: Number of actions and animation.

Generally, the majority of abilities are single action, but there are several abilities which activate multiple actions, indicated by your unit casting them multiple times. These abilities are described on this wiki by the number of actions. For example, Barrage description states "Physical dégats combo (4 times, 0.8x each, 3.2x total) to random enemies." In arena, each action caps at 999 dégats, before chain. Status ailments can also proc from each action.

Dual Wield doubles the amount of action of any physical ability. Note that variable action abilities such as Gamble Attack are simply doubled, i.e. both weapons will hit the same number of times (as opposed to being rolled separately).

Animation can either be unique or taken from caster's attack animation, depending on the ability. This will determine the amount of multiple hits the ability will perform.

Weaving a large amount of multiple hits from different units (multiplied by Dual Wield) is important to be able to create a high chain value. See the list of animation type, number of hits, and frame data on the main article page: Multiple Hits by Maximum joeeh.

Combos
By hitting an enemy in quick succession with different units a chain is initiated. The more attacks you hit, the bigger the chain length. A chain starts with the second successive hit. If the same unit hits twice in a row that chain ends.

Chain modifier will be increased depending on the chain type registered. The modifier formula is:

Chain Modifier = 1 + Chain Mod | Max: 4x

A chain at the most basic form will be registered as either Normal chain or Spark chain: Once the hit has been successfully registered as normal or spark chain, the hit will be checked whether it is eligible for (multi-)elemental chain or simply an element-less chain.
 * Normal chain is registered if the delay from previous chain is 20 frames or less. If the frame gap from previous chain is larger than 20 frames, the chain will break.
 * Chain modifier given : 0.1
 * Spark chain will be registered if the delay from previous chain is small enough (1 frame?) and the previous chain isn't also a Spark chain. If the previous chain is registered as spark chain, then the current hit will be forced to become normal chain. Spark Chain label will appear when such chain occurs.
 * Chain modifier given : 0.4
 * (Element-less) chain will be registered if the hit does not have even 1 same element with previous chain.
 * Chain modifier given : 0
 * (Multi-)Elemental chain will be registered if the hit has at least 1 same element with the previous chain. Elemental Chain label will appear when such chain occurs.
 * Chain modifier given : 0.2 for each element

All types can alternately occur without breaking the chain. Spark chain bonuses are applied to every other hit in the chain.

A rundown of a spark, 2-element chain is given by the table below:

If a unit attacks with an ability that hits every 30 frames, chaining it 15 frames after the first unit will cause the chain to go through the entire move. If that same unit spark chained, then the chain would fall off after every hit due to too long of a delay between hits.

Boosts
The formula for calculating a unit's stats with buffs:

(Unit Base Stats * Buffs) + Equipment Stats

Any stats buffs are applied to unit's base stats excluding equipment. The exception to this is the Doublehand ability which grants ATK +50% to equipment. Stats enhancing pots adds to the base stats, and are affected by buffs.

Active buffs and debuffs of the same type don't stack. They will be overwritten by the stronger one. Power Break ATK -15% will not stack with Full Break ATK/DEF/MAG/SPR -30% but will work together with Armor Break DEF -15%. If your unit has an auto-buff ability they will also be temporarily overwritten by the same but stronger buff.

Passive buffs do stack additively. Two of ATK +10% will give you ATK +20%, up to a hard cap of +300%. This cap only counts toward passive buffs, and can still be increased further with an active buff.

Altérations

 * Main article: Status Ailments

Affaiblissments
Additionally, there are some effects that are not covered in normal resistance table. They are counted as enfeeblements and not status ailments but monsters do have resistance for them:
 * Charm - Renders the target incapable of taking any action or evading attack.
 * Death - Instant KO
 * Gravity - Reduces HP by fixed percentage
 * Stop - Renders the target incapable of taking any action or evading attack.
 * Break - Stats decrease

Précision

 * Examples: Doublehand, Sparky, Goddess Bow.


 * This stat gives a unit a percentage-based chance to bypass a unit's physical evasion stat
 * Must be using both hands on one weapon for the stat to apply
 * Found mostly on 2-handed weapons

Évasion

 * Examples: Evade, Elusive Moves.


 * Referred to as "Chance of evading/dodging physical dégats" in the game.
 * This stat gives a unit a percentage-based chance to completely negate incoming dégats.
 * It is possible to reach 100% for physical evasion.
 * Physical evasion works against physical and hybrid abilities, whereas magic evasion works only against magic abilities.
 * Evasion - A list of units and abilities that utilize this mechanic.
 * A unit cannot evade when they have been inflicted with Paralysis, Sleep, Stop, or Charm.

Augmentation de dégats consecutif

 * Examples: Comet, Dystopia, Fire From Below.

Contre

 * Examples: Counter, Retaliate, Warden.


 * Refers to abilities that are triggered by sustaining physical or magical dégats.
 * The Counter skills can stack if coming from different sources, though that only increases the likelihood of a counter, not the quantity.
 * Abilities that buff user's next normal attack (like Store) are consumed during a counter.
 * You may counter up to a single time per single attack your character sustains.
 * If you evade an attack, it still counts as sustaining it for the purposes of counter.

Couverture

 * Examples: Cover, Saintly Wall.


 * Cover-type abilities do not stack, only the strongest one is active.
 * Will only work against physical dégats.
 * Can only trigger once per enemy turn.
 * Since this ability triggers during enemy turn, actions taken during your turn do not impact the chance of triggering.
 * When more than 1 unit are attacked at the same time, the chance to protect party member is based on the order of the party, with left/top-most unit having the highest chance.

Ciblage Enemie

 * Examples: Camouflage, Provoke, Draw Attacks.


 * Abilities which modifies chances of being targeted can be stacked additively, but fade over the battle duration. After ~7 turns, no effect seems to be noticeable.
 * Evidence still needed to prove this mechanic functions as described above.

Sauts

 * Examples: Jump, Point-Warp.


 * A unit using these abilities will temporarily disappear from combat. They cannot be targeted or attacked, and will not be affected by any party buffs not applied prior to jumping.
 * After the listed number of turns, at the beginning of the player's turn, the unit will land and deal dégats to the target. The unit is unavailable for further actions on that turn.
 * When using Dual Wield, both dégats will be performed when they land.
 * If multiple units are landing, they land in quick succession. If the target is dead, a new target is chosen if available, or else no dégats is dealt.
 * Dégats from jumps is calculated using any buffs/debuffs still persisting by the end of the jump.
 * If the round is won before the jump finishes, the jump is canceled and the unit is back on the ground for the next round.
 * Jump skills are permanently banned from the arena.

Killing blow mission

 * The said source of dégats (esper, magic, ability) must either deal dégats causing the target to go to 0 HP, or deal overkill dégats after the target is dead.
 * If the target is the last target in the round (e.g. a single boss), any skill or spell must be selected before the target goes to 0 HP, or else only normal attacks are available. You can still tap to activate as long as the target is still taking dégats.
 * Espers are particularly finicky, as the animation must play before the target goes to 0 HP, or else the summoning is cancelled and no extra dégats is dealt.

Régéneration de PM en tant que Dégats

 * Example: Point-Warp, Recovery Jump.


 * The effect of MP recovery from this ability is considered "dégats", even though it deals none.
 * MP recovered is affected by caster's own resistance, both elemental and racial.
 * Elemental resistance buff will give you less MP recovered if the caster is equipping a weapon of the same element.
 * Man-Eater will give you 50% more MP recovered if the caster is a Human.

Reflection

 * Examples: Carbuncle, Reflect.


 * Reflect will cause one magic attack to bounce off the unit and hit a random unit on the other side
 * AoE attacks will be reflected as individual attacks potentially allowing you to concentrate all your power to one enemy.
 * AoE Spells Reflected do not chain with itself, it would be just like a single unit hitting multiple times by itself.
 * Reflect only works one time. If a unit uses multiple spells, by use of Dualcast or else, the spells after will work normally.
 * The Reflect buff stacks with different forms of itself. By using Marie's Limit Break and Carbuncle, you can have 2 stacks of Reflect on your team at once.
 * Does not work against spells with an ignore SPR component such as Ultima or Meteor.
 * Reflect will not work if the unit with reflect is performing any action.
 * Spells that are bouncing from another reflect cannot be reflected. Ex. If a monster is using reflect, your own reflect will not bounce it back.

Vole

 * ''Examples: Steal, Waylay


 * Some abilities allow you to procure additional items while battling a monster.
 * Each monster can only be stolen from once, max. If the steal fails, you can try again.
 * The steal success rate is independent of any dégats the ability might also deal at the same time. For example, a Mug that misses can still successfully steal, while a blinded unit will not face any penalty to their steal chance.
 * Steal Gil will gather extra gil when you steal. The gil-steal chance is independent of the item-steal chance - you can fail to steal and item and still get extra gil. You can only successfully steal gil from a monster once.
 * Bandit (Ability) doubles all steal chances.
 * Waylay and Mug won't attack twice with Dual Wield.
 * You can't exceed 100% of steal chances

Dégats Chargés

 * Examples: Store, Inferno Rage, Dark Charge.


 * Abilities that increase the dégats of your next attack.
 * Will work for normal attacks only.

Materia Non-cumulables

 * Only one copy of each unstackable materia can be equipped at a given time. The ability selection screen will grey out other copies if one is already equipped.
 * However, this only applies to the materia itself. Identical effects/passives granted by other sources do stack. A good example is Sparky (weapon), Heavy Arms Proficiency (trait), and Doublehand (unstackable materia), all of which grant the Doublehand effect which will stack to increase attack percentage bonus based on the total amount of Doublehand effects in place.

Expédition
The formula used to calculate expedition success rate:

Expedition Success Rate: Total unit success rates + Consumable

Success Rate Per Unit: (Unit's Stats / Stats Modifier) + Bonus Consumable: 20% when used

See the table for the full list of stats modifier for each expedition.

Stats modifier can be derived from:

Stats Modifier: Difficulty Value / Stats Weight

Each expedition has its own stats weight and difficulty value. This value can be found under each expedition's page.

Loot Drop
Each monster has its own Loot Drop table/(s) (up to 3):


 * Normal
 * Rare
 * Unique

Note: The names of the Loot Drop tables are arbitrary in the sense that the actual data inside is what that really matters.

For example, an item in the Normal table can be set to have a low chance to drop and an item in the Rare table can be set to have a high chance to drop.

Similarly, Rarity of the items (stars rating) has nothing to do with which table it will be placed in and the same item can be repeated in multiple tables of the same monster.

It is not meaningful to categorize items by their "Rarity" since the same item can be placed in the Normal table for a monster and the Rare table for another monster.


 * When a monster is defeated, it can drop an item from each Loot table which has items placed in it.

For example, if all 3 tables are empty, then there will be no drops.

If both Normal and Rare tables have items in them, then there can be up to 2 items dropped.

Improves the drop chance of items from the Normal Loot tables of monsters by 50%.
 * Treasure Hunter

Improves the drop chance of items from the Rare Loot tables of monsters by 50%.
 * Master Thief