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Thread: In depth battle mechanics and some less known info

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    Default In depth battle mechanics and some less known info

     
    Please keep all the discussion here

    Table of Contents:
    Attack Priority System
    Melee/Ranged VS Physical/Magical
    Damage Formula
    Ex related
    EX Burst
    Chase mode
    Critical Rates
    Block and Dodge
    Entering EX Mode (EX Guard)
    Red Gem vs Champion Belt/ Star Earring
    Summons
    Character Movement Speed
    Dashes
    Glide


    Attack Priority System
    Melee attack = attacker will be staggered when blocked
    Ranged attack = attacker will not be staggered when blocked
    In general, higher priority beats lower, Melee beats Ranged if same priority.

    (Rl,Ml) Ranged attack, Melee attack with Low priority -- most Brv attacks
    (Rm,Mm) Ranged attack, Melee attack with Medium priority -- cause stagger on normal R
    block
    (Rh,Mh) Ranged attack, Melee attack with High priority -- cause Guard Crush on normal R
    block, most HP attacks
    (Sp) Special -- Special case of ranged attacks, can not be blocked, but dies to attacks
    and dashes
    (Un) Unblockable -- another special case of ranged attacks, can not be blocked at all
    (Da) Dash -- include Quickmoves and any dashes
    (Bl) Block Low priority -- attacks with magic guard such as Fated Circle/Dark Cannon, WoL
    and Tidus' Ex mode bonus, Exdeath's Low Block
    (Bm) Block Medium priority -- Normal R block, Shield of Light, Delta Attack, Shield Bash,
    Scintilla, Exdeath's Mid Block
    (Bh) Block High priority -- CoD's [Wrath], Exdeath's High Block
    (Bs) Block Highest priority -- Ex Guard, Omni Block
    (JB) Jecht Block -- Yes, it has a stand alone priority.

    attacks:
    \ Rl Ml Rm Mm Rh Mh Sp Un
    Rl △ X X X X X - -
    Ml O △ - X - X O -
    Rm O - △ X △ X O -
    Mm O O O △ - X O -
    Rh O - △ - - X O -
    Mh O O O O O △ O -
    Sp - X X X X X - -
    Un - - - - - - - -

    blocks:
    \ Rl Ml Rm Mm Rh Mh Sp Un
    Da O X X X X X O -
    Bl O X X X X X - -
    Bm O O X X X X - -
    Bh O O O O X X - -
    Bs O O O O O O - -
    JB O O O O S S - -


    Legend:
    = (win) cause stagger/guard crush on opponent's melee hits/block, reflect opponent's projectile
    = (draw) weapon clash on melee hits, projectiles deflect (target not changed)
    = (lose) opposite to O
    = (stagger) both stagger, reflect projectile
    = (ignore) if both are ranged attacks, they passes through each other (eg, two Emperor's
    Flares); if either is a melee attack or block, the ranged one wins

    ==============================================
    Melee/Ranged VS Physical/Magical

    I've seen people having false assumption on Melee=Physical and Ranged=Magical attacks.

    Just to clarify that is not the case.
    Physical/Magical attacks refer to those affected by Physical/Magical damage+ equipments or
    accessories. Melee/Ranged, as stated before, relates to if the attacker will be staggered when blocked.

    Examples:
    Slashing Blow = Melee, Physical
    Blizzard Combo, Snatch Blow = Melee, Magical
    Reel Axe, Wither Shot = Ranged, Physical
    Fire, Blizzara = Ranged, Magical

    ==============================================
    Damage Formula

    [Character base damage X Skill damage multiplier X ( [1 OR Critical bonus] + Damage bonus from equips) ]
    = actual damage number on screen

    [ ] = round down to nearest integer, i.e decimals are dropped

    when your ATK is lower than enemy's DEF:
    Character base damage = (10 ÷ ((enemy DEF- your ATK)+10)) x enemy's raw BRV ÷100

    when your ATK is higher than enemy's DEF:
    Character base damage = (((your ATK - enemy DEF)+10) ÷ 10) x enemy's raw BRV ÷ 100

    *raw BRV = BRV without any equipment/accessory, i.e. always 667 for Lv100

    Skill damage multiplier relates to the power of the skills, eg. Slashing Blow = 10,10,20
    These numbers can be found in the info thread in each character's individual subforum.

    Critical bonus = (enemy's current BRV ÷ Your MAX HP) x 7 [min cap 5, max cap 8]
    So crits do 5x damage most of the time, and will start to do more when your enemy gets
    higher Brv.

    ==============================================
    Ex related

    Ex core spawning conditions:
    1) Either one has a BRV more than 1/4 of opponent's Current HP (1/4 BRV of Victory Chance)
    2) Relative distance has to be 12m or more (Booster accessory "Far from Opponent" is
    satisfied)
    3) Time elapsed (affected by "EX Core Appearance Boost", see below)
    All 3 conditions have to be met.

    Pendant (EX Core Appearance Boost) = Time elapsed +20%
    Victory Pendant (Big EX Core Appearance Boost) = Time elapsed +40%

    Ex core respawn time:
    normal: random 20 ~ 35 sec
    with Pendant = 17~30 sec (17 +20% =~20 , 30 +20% =~35)
    with V. Pendant = 15~25 sec
    V. Pendant with x5 booster effect = 7~12 sec (7 +200% =~21 , 12 +200% =~36)

    Tested with Force Begets Courage:
    Each Ex force = 2
    Each Ex core = 20% of Ex bar
    Ex force produced in Chase Mode:
    Miss = 40
    Hit (both BRV and HP) = 100~110
    A Full Ex bar requires 850

    Interesting note: you have a built in +50% Ex force absorption during Ex Mode.
    (Force only, not core)

    Standard EX Mode duration = 20 sec
    This is the base time and all the +/- %duration are based on this. E.g.
    every 5% duration = 1sec
    Heike's set (-50%) = -10sec
    Chaos Blade (+40%) = +8sec

    ==============================================
    EX Burst

    If you are doing damage tests etc on EX Bursts, keep in mind that there is a DEF+ gauge on
    the enemy side, that makes things complicated.
    Facts:
    A) All hits in EX Bursts are Criticals.
    B) The +5/+10/-5 on the defense gauge = adding that much DEF to enemy Stat.
    (DEF+10 could mean up to half the damage)

    That's why I listed the Initial hits multipliers separately in the characters threads,
    since the Def+ gauge is not available yet. This affects the total damage so much that,
    Exdeath (total=114, initial=16) does less actual damage than Terra (total=100, initial=30)
    in practice.

    If you are looking for the relative strength of all the EX Bursts, Kraid's list gives a more practical result.


    Important Note: when you do EX Burst, your opponent will have a change in his/her
    DEF stat after the Burst finishes.
    The amount is equal to what was on the defense gauge, i.e. 0, +5, +10, -5 at the moment
    when the Burst exits. (Potential Bug?)
    If you do another EX Burst, the new DEF+ will overwrite the old one.
    Currently it looks like the effect will last for the whole match.

    Useless note: +damage% does affect EX Burst damage, but all boosters are ignored.

    ==============================================
    Chase mode

    The brave attack during chase has a damage multiplier of 30.

    Damage type: Magical= Shantotto, Golbez, Kefka, Kuja
    Physical= others

    Interesting Note: for some reasons, doing BRV/HP attacks in chase will NOT turn off the booster
    accessories Pre-Bravery Attack/Pre-HP Attack(1.5x), no matter hit or miss. For example, it is
    possible to kill the opponent with just chase mode HP attacks, and still have the Pre-HP Attack
    booster on for the whole match.
    This does not apply to the Pre-Bravery/HP Damage (1.2x) accessories.

    ==============================================
    Critical Rates

    All Extra Abilities = +50%

    Exclusive Weapons:
    Minor* = 20%
    "normal" = 50%
    Major = 100%

    They stack with abilities.

    *The Minor Anti-EX Effect is bugged and becomes First Strike in battle, but even with
    "First Strike activates", it will NOT boost the crit rate, i.e 0%

    ==============================================
    Block and Dodge

    R-Block has the Block Medium priority.
    Starting at 1F, block until 38F, end at 52F (60F = 1sec)

    If getting blocked, the staggering motion last for 100F.
    There are reports saying that you can dodge cancel out of this at 85F.

    Dodge invincible frame starts at 1F
    last until 18F normally / last until 36F if equipping ability Evasion Time Boost
    cancel-able frame to any attack:
    ground backward dodge 28F
    ground side/forward dodge 42F
    any air dodge 26F

    Dodge motion end at 58F
    (except ground forward dodge end at 78F, but is possible to dodge or block cancel at 58F)
    Last edited by ujhbn; 01-17-2011 at 05:17 AM. Reason: minor spacing changes

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    Entering EX Mode (EX Guard)

    Since there are already lots of terms/definitions (eg. EX guard/counter/link... etc), I'm not
    going to make another

    Entering EX Mode while being hit (NOT staggering):
    Block Highest priority 3~32F
    Invincible frame 1~50F
    Cancel-able at 39F*
    End at 50F
    *You can cancel the animation to anything much like a succcessful block after 39F, but the invincible
    effect will also disappear right after your cancel.

    Entering EX Mode in other situations (eg, dashing/ attacking/ staggering etc.)
    Block Highest priority 3~32F
    no invincible frame

    ========================================
    Red Gem vs Champion Belt/ Star Earring

    A common question is, I have an EX build already with like x5+ booster effect going on,
    now I have 1 slot left, should I put in a +damage% so not to waste the x5 booster? or a Red Gem
    since I'm doing all crits in EX mode?

    *Note, it is no argue in that an ATK build (+11ATK) outdamages a +damage% build easily,
    unless somehow you are playing with "No crit ruleset" XD. Here I am just comparing a single Red
    Gem (+2 ATK only) with +damage%.


    The maths below are derived from the Damage Formula and could be tested easily in game.

    Firstly, a Red Gem gives the max effect of x1.21 damage ONLY when your original ATK
    is 1 less than your opponent's DEF
    . (eg. DEF=180, ATK=179 w/o Red Gem, ATK=181 w/ Red Gem).
    The further away from this point, the less effect it gives:
    max = x1.21
    +-1 ATK = x1.2
    +-2 ATK = x1.1818
    +-3 ATK = x1.1666
    +-4 ATK = x1.1538

    Now let see how much we need from the boosters to get the same x1.21 bonus on crits.
    normal damage x1.21 = +21%
    critical damage x1.21 = +105%

    105%/25% (C.Belt, S.Earring) = 4.2

    Therefore, if you have more than x4.2 booster effect happening, you will do more damage, no matter
    crits or not, from using a Champion Belt or Star Earring than using a Red Gem.

    Back to the question, so if you can maintain a x5 booster easily, I would suggest the +% accessory.
    Of course I am not giving a definite answer. Using Red Gem always has the advantage of its stability.
    So judge yourself and see which suits you


    ========================================
    Summons

    This section contains mere facts and stats of the summons. If you are looking for advise
    on how to use/ which is better, Kraid has a guide here


    Summon priority list when conflict occurs
    Conflict here means when trying to raise/drop/modify a locked BRV value. eg. Ifrit vs Shiva,
    Alexander vs Chocobo.
    Modifying the BRV value in opposite ways (such as Ifrit vs Scarmiglione) is NOT
    considered as conflicts and has nothing to do with the list below.


    High: Typhon, Odin, Deathgaze, Ultima Weapon

    Full BRV lock: Alexander, Marilith, Cagnazzo

    Mid: Ifrit, Carbuncle, Magic Pot, Magus Sisters, Chocobo, Iron Giant, Behemoth (initial boost),
    Pupu (initial drop), Lich, Kraken, Tiamat, Scarmiglione, Barbariccia, Rubicante, Gilgamesh

    One way BRV lock: Shiva, Demon Wall

    Low: Titan, Atomos, Leviathan, Bahamut, Mandragora, Malboro, Bomb, Cactuar, Tonberry,
    Behemoth (BRV drop), Pupu (BRV rise), Omega


    Summons that do not cause conflict: Ramuh, Phoenix, Asura, Ultros


    Summon durations
    Time is in seconds. Auto summons have 2/3 duration of the manual versions.

    75: Asura, Ultros
    50: Ramuh, Demon Wall, Magus Sisters, Phoenix, Leviathan, Bahamut, Mandragora, Titan,
    Atomos, Iron Giant, Malboro, Behemoth, PuPu, Ultima Weapon
    30: Marilith, Cagnazzo
    25: Alexander, Tonberry
    20: Shiva
    13: Omega
    10: Bomb


    Some facts

    Leviathan, Bahamut
    Auto: 33 sec, 20 BRV/sec, total BRV drop/gain = 660
    Manual: 50 sec, 40 BRV/sec, total BRV drop/gain = 2000

    Behemoth, PuPu
    50 sec, 60 BRV/sec, total BRV drop/gain = 3000

    Chocobo
    It is not completely random, but a shuffle to the BRV digits.

    Atomos
    If your opponent is using the Iron Giant summon and landed an HP attack on you, Atomos will
    absorb the BRV first, then cut in half by Iron Giant. i.e you only get half the BRV from opponent.

    Tonberry
    The BRV damage this will do is equal to the HP damage you have taken since the start of the match.
    Does not work with Back to the Wall/Ensanguined Shield.

    The 4 Counter Summons (Scarmiglione, Cagnazzo, Barbariccia, Rubicante)
    Effects always happen after the opponent's. **
    e.g. Cagnazzo vs Behemoth: this will lock the opponent's BRV after Behemoth's initial x2 effect takes place.

    ** This has only ONE exception, at Alexander vs Barbariccia. In this special case, BRV swap
    (Barbariccia) happens first, then locked (Alexander).
    Strangely, the other counter summons follow the normal rules, eg Alexander vs Scarmiglione, BRV is
    locked first, then Scarmiglione tries to turn it to 0 (but fail).

    ========================================
    Character Movement Speed

    Speed Ranking
    Fastest
    0  Tidus (EX mode)
    1.5 Onion Knight
    3  Zidane, Tidus, Gabranth (EX mode)
    4  Cecil (Paladin), Squall, Jecht
    5  WoL, Bartz, Shantotto
    6  Golbez, Cloud, Kuja
    7  Firion, Emperor
    8  CoD, Cecil (Dark Knight), Sephiroth
    9  Garland
    9.5 Terra
    10.5 Kefka
    11  Gabranth
    12.5 Ultimecia
    ??  Exdeath
    Slowest

    - each rank's difference is about 8%, which is the amount of Speed Boost gives (see below).
    - Bartz' Wind Shear bonus effect is the same = +8%, and stacking.
    i.e A Bartz equipping 3x Wind Shear and Speed Boost++ is 6 ranks higher.
    - No rank number for Exdeath because even with Speed Boost++, he is still much much slower than Ultimecia.

    - redone the table after a more thorough testing to better show the differences between characters.
    For anyone interested, results of testing in spolier:
    Spoiler:
    Walking Speed Test
    Done in World of Darkness, number of frames (time) needed to travel from one end to the opposite were counted.
    Characters have no Speed Boost equipped.

    (Frames) Characters
    (374F) EX Tidus
    (414F) OK
    (466F) Zidane, Tidus, EX Gabranth
    (498F) Cecil PL, Squall, Jecht
    (534F) WoL, Bartz, Shantotto
    (566F) Golbez, (574F) Cloud, (580F) Kuja
    (624F) Firion, Emperor
    (670F) CoD, (680F) Cecil DK, Sephi
    (734F) Garland
    (750F) Terra
    (818F) Kefka
    (832F) Gabranth
    (938F) Ulti
    (2456F) Exdeath


    Ability Speed Boost/+/++
    = speed +8/16/24% respectively

    - as far as I have tested, these only affect walking and "moving around in the air" speed (dunno
    how to name that lol).
    - proof of the latter was shown/tested by comparing jump distances. Characters jumped
    further with Speed Boost on.
    - The followings have been tested and shown not affected by the Speed Boost abilities:
    OAD, FAD, Gliding, falling in the air, Quickmove - rails, Quickmove - running on surface.

    ==============================================
    Dashes

    includes: Air Dash/Reverse, Free Air Dash/Reverse, Omni Air Dash and Multi Air Slide/+

    - All Dashes have the same startup time = 17 Frames, in other words, your character will stay in
    the same place for 17F after inputting the command.
    - The speed and duration of the Dashes are different for each character.

    - Abilities "Speed boost/+/++" do not increase dash speed.

    - Tidus and Gabranth's EX Mode effect: Mirror Dash and Stray's Tenacity increase dash speed.
    Last edited by ujhbn; 09-21-2012 at 05:14 PM.
    Mission Points: 15130

    My Triple Triad Collection
    012 Battle Mechanics
    Last update: 05-04-2011

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    Glide

    Comparison:
    Speed
    EX Kuja = Sephiroth > Terra > Kuja > Kefka

    Steering
    EX Kuja > Kefka > Terra ~ Kuja > Sephiroth

    Floating time
    drop slowest EX Kuja ~ Kefka > Terra ~ Kuja > Sephiroth drop fastest

    - Glide speed does NOT affected by Speed Boost/+/++ abilities. It is Glide Boost's job.
    - For Kuja,
    Glide Boost == Normal mode only;
    EX Glide Boost == EX mode only;
    No stacking whatsoever.

    Ability Glide Boost
    - as far as I have tested, this ability boosts 2 things:
    glide speed goes up exactly 1 rank, about +8%;
    steering boost - allow you turning in a sharper angle. But the effect is so minimal that it is hardly
    noticed except on Sephiroth.

    - It does NOT make you stay longer in the air.

    Results of testing in spolier:
    Spoiler:
    Glide speed was tested in the same manner as walking speed:
    (Frames w/ and w/o Glide Boost) Characters
    (288F, 266F) EX Kuja, Sephiroth
    (312F, 288F) Terra
    (340F, 312F) Kuja
    (368F, 340F) Kefka

    *Interesting Note: Gliding Kefka is faster than running EX Tidus (w/o Speed Boost)

    ==============================================
    References: JP wiki
    I have done testings to make sure they are still the same in the NA/EU version.
    Apologize for my poor English as it is not my first language. Hope this help.
    Mission Points: 15130

    My Triple Triad Collection
    012 Battle Mechanics
    Last update: 05-04-2011

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