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Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Final Fantasy VII Enemy
Formula
Statistics
Level HP MP
16 240 100
Attack Magic Defense
16 5 36
M. Defense Dexterity Evade
32 57 1
EXP AP Gil
65 7 120
Elemental Affinities
Fire Ice Lightning Water
- - - -
Earth Wind Gravity Poison Holy
Immune Weak - - -
Japanese フォーミュラ
Romaji Fōmyura
Location World Map - Junon Area
Steal Boomerang
Item Dropped Hi-Potion
Morph Speed Drink
Abilities Air Bomber, Blue Impulse, Cross Impulse
Enemy Skill N/A
Status Immunity Stop, Paralyze, Frog, Manipulate
Other Information Abilities whose names are not shown when used are highlighted in italics.

Formula is an enemy from Final Fantasy VII. Its two "Impulse" attacks can hit the party for mediocre damage, which adds up since Formula often attacks in groups. It drops useful Hi-Potions and Yuffie has a weapon to be Stolen from it.

Related Enemies


This article uses material from the "Formula" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Lostpedia

Up to date as of February 07, 2010

From Lostpedia

This is a disambiguation page. A number of articles are associated with the title Formula.
NOTE: If an internal link referred you to this page, you may wish to change the link to point directly to the intended article.


Formula or Equation may refer to:


This article uses material from the "Formula" article on the Lostpedia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010

From TibiaWiki

There are many different formulas and calculations and interesting data in Tibia. For example how much experience you need for a level, how much mana you need for a magic level, how long time it takes to advance in different skills, how long time a day in Tibia is counted in real life time, etc etc.

Contents

Player Statistics

Level

math

or alternatively (use whichever you prefer):

math

Where x = level

For details about the Level Formula, visit this page.

Experience

For the amount of experience needed to reach the next level:


math


Where x = current level

Magic Level

  • Mana required to advance to next magic level:

math

  • a = Current Magic Level
  • b = Vocation Multiplier
    • Mages: 1.1
    • Paladins: 1.4
    • Knights: 3

Magic Power

math
Usually displayed as percent.

Fishing

Number of tries required to advance to next fishing level, where x is next fishing level:
math

Number of tries from fishing level 10 to x:
math

Mana

  • With this you can calculate an amount of mana you or someone else has at a certain level.

Where x is the level you want to check.

In case you left Rookgaard after Level 8:

The full formulae will be:

Where y is the level thou'st left Rookgaard.

Hitpoints

  • With this you can calculate an amount of hp you or someone else has at a certain level.

Where x is thy level and y is the level thou'st left Rookgaard.

Incase you have left rookgaard after level 8:

The full formulae will be:

Where x is thy level and y is the level thou'st left Rookgaard.

Capacity

math

The full formulae will be:

Where x is thy level and y is the level thou'st left Rookgaard.

Speed

NOTICE: These formulas are based upon observed values. The input factors are also assumed based upon these same observations. These formulas may not be 100% accurate.

Your speed helps determine how fast you walk in-game. The base speed for a level 1 player is 220.

The type of surface you walk on reduces your speed (i.e.: you walk faster on pavement than you do on grass or mud). Below are the formulas for determining your speed in different states.

Unmodified

math This determines your Unmodified Speed, or "BaseSpeed".

Walking Time

The number of seconds it takes for a player to walk 1 square

math

Walking Time is entirely dependent on the type of Tiles you are walking on. Moving on a diagonal takes 3 times as long.

Boots of Haste

math

This can be combined with Time Ring and one of the haste spells.

Time Ring

math

This can be combined with Boots of Haste and one of the haste spells.

Haste

math

This determines the difference in your speed after casting Haste.

Strong Haste

math

This determines the difference in your speed after casting Strong Haste.

Swift Foot

math

It can be combined with time ring and/or boots of haste. It replaces any other haste spell.

(Due to not 100% exact formula the result has to be rounded to closest even number.)

Charge

math

It can be combined with time ring and/or boots of haste. It replaces any other haste spell.

(Due to not 100% exact formula the result has to be rounded to closest even number.)

Exp from Killing other Players on PvP-Enforced World (before Update 8.53)

math

  • a = victim's level * 1,1, rounded down
  • b = killer's level
  • c = victim's level
  • d = total experience of victim * 0,05, rounded down
  • e = round this number down to get your exp-gain

Mana Training Time

These formulas enable you to calculate how much time is needed to go a Magic Level up.
For all formulas:
math is the time needed to go a Magic Level up, in hours;
x is the current Magic Level;
math is the percent you have to go to the next Magic Level in decimal form (i.e. 50% is written 0.5).

mathxmath

mathxmath

mathxmath

mathxmath

mathxmath

Tibian Environment

Time

  • 2.5 seconds = 1 Tibian minute
  • 30 minutes = 12 Tibian hours
  • 1 hour = 24 Tibian hours

Attack Spell/Rune Damage

NOTICE: This formula is based upon observed values with c calculated to one tenth with fair certainty. NOTE: This formulas are based upon observed values in the update 8.1 +.


min: math

max: math

avg: math

  • a = Character's Level
  • b = Character's Magic Level
  • c = Multiplier for min of the desired attack spell/rune
  • d = Multiplier for max of the desired attack spell/rune


The c values are roughly:

0.6 for Light Magic Missiles (LMM) (note: if your min damage is lower than 10 then min damage is 10).

1.5 for Light Healing [exura]

1.4 for Strike Spells [exori vis/flam/mort/frigo/tera] (note: when you finish the operation add + 10) to get the correct damage.

1 for Ice Wave [exevo frigo hur]

1.2 for Fire Wave [exevo flam hur]

1.2 for Heavy Magic Missile [HMM] (note: if your min damage is lower than 20 then min damage is 20).

1.2 for Stalagmite [S] (note: if your min damage is lower than 20 then min damage is 20).

1.8 for Fireball [FB] (note: when you finish the operation add + 10) to get the correct damage and (if your min damage is lower than 20 then min damage is 20).

1.8 for Icicle [I](note: when you finish the operation add + 10) to get the correct damage and (if your min damage is lower than 20 then min damage is 20).

0 for Explosion [adevo mas hur] (note: the min damage of this spell is 0).

5 for Intense Healing [exura gran]

1.4 for Stone Shower [SS] (note: if your min damage is lower than 40 then min damage is 40).

1.4 for Thunderstorm [T] (note: if your min damage is lower than 40 then min damage is 40).

1.4 for Great Fireball [GFB] (note: if your min damage is lower than 40 then min damage is 40).

1.4 for Avalanche [A] (note: if your min damage is lower than 40 then min damage is 40).

4 for Sudden Death [SD] (note: when you finish the operation add + 60) to get the correct damage.

2.5 for Energy Beam [exevo vis lux]

4 for Great Energy Beam [exevo gran vis lux]

4 for Divine Caldera [exevo mas san]

3.5 for Terra Wave [exevo tera hur]

4.5 for Energy Wave [exevo vis hur]

10 for Ultimate Healing [exura vita]

10 for Heal Friend [exura sio]

11 for Wound Cleansing [exana mort]

5 for Rage of the Skies [exevo gran mas vis]

7 for Hell's Core [exevo gran mas flam]

5 for Wrath of Nature [exevo gran mas tera]

6 for Eternal Winter [exevo gran mas frigo]

18.5 for Divine Healing [exura san]

The d values are roughly:

1 for Light Magic Missiles (LMM) (note: when you finish the operation add + 10) to get the correct damage and (if your max damage is lower than 20 then max damage is 20).

2 for Light Healing [exura]

2.1 for Strike Spells [exori vis/flam/mort/frigo/tera] (note: when you finish the operation add + 20) to get the correct damage.

2 for Ice Wave [exevo frigo hur]

2 for Fire Wave [exevo flam hur] (note: when you finish the operation add + 10) to get the correct damage.

2 for Heavy Magic Missile [HMM] (note: when you finish the operation add + 10) to get the correct damage and (if your max damage is lower than 40 then max damage is 40).

2 for Stalagmite [S] (note: when you finish the operation add + 10) to get the correct damage and (if your max damage is lower than 40 then max damage is 40).

3 for Fireball [FB] (note: when you finish the operation add + 15) to get the correct damage and (if your max damage is lower than 40 then max damage is 40).

3 for Icicle [I](note: when you finish the operation add + 15) to get the correct damage and (if your max damage is lower than 40 then max damage is 40).

4.8 for Explosion [adevo mas hur]

6 for Intense Healing [exura gran]

2.8 for Stone Shower [SS] (note: if your max damage is lower than 70 then max damage is 70).

2.8 for Thunderstorm [T] (note: if your max damage is lower than 70 then max damage is 70).

2.8 for Great Fireball [GFB] (note: if your max damage is lower than 70 then max damage is 70).

2.8 for Avalanche [A] (note: if your max damage is lower than 70 then max damage is 70).

7 for Sudden Death [SD] (note: when you finish the operation add + 60) to get the correct damage.

4 for Energy Beam [exevo vis lux]

7 for Great Energy Beam [exevo gran vis lux]

6 for Divine Caldera [exevo mas san]

7 for Terra Wave [exevo tera hur]

9 for Energy Wave [exevo vis hur]

12 for Ultimate Healing [exura vita]

14 for Heal Friend [exura sio]

15 for Wound Cleansing [exana mort]

12 for Rage of the Skies [exevo gran mas vis]

14 for Hell's Core [exevo gran mas flam]

10 for Wrath of Nature [exevo gran mas tera]

12 for Eternal Winter [exevo gran mas frigo]

25 for Divine Healing [exura san]

Melee

NOTICE: This formula is based upon observed values.

  • Maximum Melee Damage:

math Where:

  • x = Weapon's attack
  • y = Player's skill level
  • l = Player's level
  • d = Damage Factor
  • Let's take for example a player level 80, holding a weapon which has an attack value of 50, skills of 85 and he is attacking on full attack.
    • It would be like this 0.085x1x50x85+80/5 = 377.25 (377 rounded)
  • Damage factor
    • Full Attack: 1
    • Balanced: 0.75
    • Full Defence: 0.5

So the damage you will do will be between 0 and the calculated number, please note that shielding and armor from the target will reduce your damage. The average damage you will deal is approximately half your maximum damage. Also note, this doesn't take into account monsters weakness or strength to physical damage and if you use blood rage, you'll have to use the appropriate skills in place of your normal skills.

Melee based spells

NOTICE: This formula is based upon observed values.

  • Whirlwind Throw:

min: math

max: math

avg: math

  • a = Character's skill
  • b = Character's weapon attack
  • c = Character's Level
  • Groundshaker:

min: math

max: math

avg: math

  • a = Character's skill
  • b = Character's weapon attack
  • c = Character's Level
  • Berserk:

min: math

max: math

avg: math

  • a = Character's skill
  • b = Character's weapon attack
  • c = Character's Level
  • Fierce Berserk:

min: math

max: math

avg: math

  • a = Character's skill
  • b = Character's weapon attack
  • c = Character's Level

Note: As usual, damage is reduced by armor but none of these abilities can be blocked by shielding. Also note, this doesn't take into account monsters weakness or strength to physical damage and if you use blood rage, you'll have to use the appropriate skills in place of your normal skills.

Distance

NOTE: These formulae are based upon observed values.

  • Minimum Damage with Distance weapons:
  • math
    • Where x = player's current Level.

round means the value should be rounded to the nearest integer, thus 5,5 should be rounded to 6 and 5,4 should be rounded to 5.
To calculate your damage on players, divide the result by 2.

  • Maximum Damage with Distance weapons:
  • math
    • Where:
    • x = player's current Distance skill
    • y = Attack value of the distance weapon
    • d = Damage factor:
      • Full Attack: 1
      • Balanced: 0.75
      • Full Defense: 0.5

To calculate your damage on players, divide the result by 2.

Note that armor of the target will reduce your damage.

  • Chance to hit (without weapon hit chance modifier)
Distance 1H weapon (throwing) 2H weapon (any bow or crossbow) Any bow + Sniper Arrows
1 math% math% math%
2 math% math% math%
3 math% math% math%
4 math% math% math%
5 math% math% math%
6 math% math% math%
7 math%

Distance based spells

NOTICE: This formula is based upon observed values.

  • Ethereal Spear:

min: math

max: math

avg: math

  • a = Character's skill
  • b = Character's Level

Armor and Defense

  • Damage reduction

Min:

math

Max:

math

  • Attack of Creature = a

(Let's supose that a creature has a max damage of 500. The attack of creature will be a random number from 1 to 500)

  • Defense = b (Defense value of your shield plus your weapon modifier or defense value of your two handed weapon)
  • Total Armor = c (Make a sum of all your set arm value)
  • Shielding = d
  • Defense factor = e

Full Attack: 5
Balanced: 7
Defensive: 10

Now use this formula:

a - b(d*e/100) - (a/100) * c = Average damage

NOTICE: The max damage of a creature could be higher than the max damage in creatures page.


This article uses material from the "Formula" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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