var ATT; var baseDamage; ATT = Math.min(a.atk * 2, 255) + a.weaponDamage(); a.isStateAffected(11) ? ATT += a.weaponDamage() * 3 / 4 : ATT *= 1; baseDamage = a.weaponDamage() + ((Math.pow(a.level,2) * ATT) / 256) * 3 / 2; a.isStateAffected(10) ? baseDamage /= 2 : baseDamage *= 1; a.isStateAffected(9) ? baseDamage *= 5 / 4 : baseDamage *= 1; a.isStateAffected(12) ? baseDamage += ((baseDamage / 2) * 2) : baseDamage *= 1; baseDamage *= (((Math.random() * 255) + 224) / 256); baseDamage *= ((255 - b.def) / 256); b.isStateAffected(14) ? baseDamage /= 2 : baseDamage *= 1; a.isStateAffected(13) ? baseDamage *= 170 / 256 : baseDamage *=1; a.isStateAffected(14) ? baseDamage /= 2 : baseDamage *= 1; baseDamage;
First draft of a FF6 weapon damage formula. Does require Hime's Weapon Damage script to work. Various states reflect certain items equipped like Offering or Atlas ring or reflects the berserk status.