fftbg:skills:elemental

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fftbg:skills:elemental [2023/03/20 11:53]
rentedred [Elemental Absorb]
fftbg:skills:elemental [2024/03/25 13:37] (current)
rentedred [Elemental Abilities]
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 ====== Elemental ====== ====== Elemental ======
-There are eight elemental properties in the gameFireIceLightning, Water, Earth, Wind, Dark, and Holy.+//NoteFor Elementalonly MA is affected by elemental attributeseven though PA is also used to calculate the damage.//
  
-===== Element Strengthen ===== +===== Elemental Abilities ===== 
-In turnthere are two separate effects that can be caused by an elemental attribute+^Ability Name^Range^AoE^Terrain^Element^Effect^Rarity^Primary Roll%^Secondary Roll %^ 
-  - XA Strenghtening for a caster +|Blizzard|5|1|SnowIce|Ice| Damage [MA * ((PA + 2) / 2)]; Chance to add Silence.|Extremely Common|75%|60%| 
-  - Damage modification for a target+|Gusty Wind|5|1|Roof, Chimney, Sky|Wind| Damage [MA * ((PA + 2) / 2)]; Chance to add Slow|Extremely Common|75%|60%| 
 +|Hallowed Ground|5|1|Gravel, Flagstone, Wall, Mud, Gravestone|Holy| Damage [MA * ((PA + 2) / 2)]; Chance to add Petrify, Oil (Random).|Extremely Common|75%|60%| 
 +|Hell Ivy|5|1|Grassland, Thicket, Vines|Earth| Damage [MA * ((PA + 2) / 2)]; Chance to add Stop.|Extremely Common|75%|60%| 
 +|Lava Ball|5|1|Lava, Machinery|Fire| Damage [MA * ((PA + 2) / 2)]; Chance to add Death.|Extremely Common|74%|60%| 
 +|Local Quake|5|1|Stone, Basalt|Earth| Damage [MA * ((PA + 2) / 2)]; Chance to add Confusion.|Extremely Common|75%|60%| 
 +|Pitfall|5|1|Soil, Wasteland, Road|Dark| Damage [MA * ((PA + 2) / 2)]; Chance to add Don't Move.|Extremely Common|75%|60%| 
 +|Quicksand|5|1|Marsh, Swamp, Poisonous Fen|Water| Damage [MA * ((PA + 2) / 2)]; Chance to add Death Sentence.|Extremely Common|75%|60%| 
 +|Sand Storm|5|1|Sand, Stalactite, Salt|Wind| Damage [MA * ((PA + 2) / 2)]; Chance to add Darkness.|Extremely Common|75%|60%| 
 +|Static Shock|5|1|Book, Tree, Brick, Bridge, Furniture, Iron, Moss, Coffin, Barrier|Lightning| Damage [MA * ((PA + 2) / 2)]; Chance to add Don't Act.|Extremely Common|75%|60%| 
 +|Water Ball|5|1|Canal, River, Lake, Ocean, Waterfall|Water| Damage [MA * ((PA + 2) / 2)]; Chance to add Frog.|Extremely Common|75%|60%| 
 +|Will-O-Wisp|5|1|Wood, Carpet, Box, Stairs, Deck, Obstacle|Fire| Damage [MA * ((PA + 2) / 2)]; Chance to add Sleep.|Extremely Common|75%|60%|
  
-If the caster of an elemental spell has equipment endowed with 'Strengthen: (element)', when they casts spells of that element, their strengthened MA will be equal to [MA * 5/4].  
  
-//Note that this applies to the MA of the caster, and not to the damage caused by the spell.// 
- 
-Though this will increase the damage of most spells (e.g., Fire 4, Shiva, Holy), if the spell normally does damage that is independent of MA (e.g., Lich), it will do no more damage from the 'Strengthen' effect (the success percentage, however, which does depend on MA, will be increased).  
- 
-The 'Strengthen' bonus works the same for elemental weapons like Ice Brand and Holy Lance, except it is applied to the appropriate attack stat(s) of the weapon. 
- 
-===== Element Weaken ===== 
-//Weak: (Element)// 
-Damage from this element is doubled, even when the amount of damage is unaffected by other types of modifiers.  
- 
-In terms of the formula, the value of the NUMERATOR is multiplied by 2 just before the final division.  
- 
-Examples: - The damage equation for Fire 4 is.. 
-  * Damage = [(CFa * TFa * 32 * MA) / 10000]  
- 
-If the target is weak against Fire, then this becomes.. 
-  * Damage = [(CFa * TFa * 32 * MA * **2**) / 10000] 
- 
-The damage equation for Hurricane is  
-  * Damage = RU{(Target's MaxHP) * 34 / 100}  
- 
-If the target is weak against Wind, then this becomes.. 
-  * Damage = RU{((Target's MaxHP * 34 * **2**) / 100} AND //Hurricane will remove **68%** of the target's HP instead of 34%.//  
- 
-//Note that the success rate of Hurricane remains unchanged even when the target is weak against Wind.//  
- 
-===== Element Half ===== 
-//Half: (Element)// 
-Damage from this element is halved. This takes the form of a factor of 2 inserted into the DENOMINATOR before the final division.  
- 
-Examples: - The damage equation for Dark Holy is.. 
-  * Damage = [(CFa * TFa * 37 * MA) / 10000]  
-If the target is wearing an N-Kai Armlet (Half: Dark), then the equation becomes  
-  * Damage = [(CFa * TFa * 37 * MA) / **20000**] 
-Similarly, the normal formula for Lich is..  
-  * Damage = RU{(Target's MaxHP) * 50 / 100}  
-If the target has an N-Kai Armlet, this becomes  
-  * Damage = RU{(Target's MaxHP) * 50 / **200**} 
- 
-===== Elemental Cancel ===== 
-//Cancel: (Element)//  
-Attacks of this element cannot succeed (the prediction will just say 00%). To avoid a double meaning for 'cancel', the word '**block**' is used for this effect. 
- 
-===== Elemental Absorb ===== 
-//Absorb: (Element)// 
- 
-Damage from element is added to, instead of subtracted from, the HP total. 
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  • by rentedred