Final Fantasy VII Enemy  

Formula  




Japanese  フォーミュラ  
Romaji  Fōmyura  
Location  World Map  Junon Area  
Steal  Boomerang  
Item Dropped  HiPotion  
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 HiPotions and Yuffie has a weapon to be Stolen from it.
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:
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 
or alternatively (use whichever you prefer):
Where x = level
For the amount of experience needed to reach the next level:
Where x = current level
Number of tries required to advance to next fishing level, where x is next fishing level:
Number of tries from fishing level 10 to x:
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.
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.
The full formulae will be:
Where x is thy level and y is the level thou'st left Rookgaard.
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 ingame. 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.
This determines your Unmodified Speed, or "BaseSpeed".
The number of seconds it takes for a player to walk 1 square
Walking Time is entirely dependent on the type of Tiles you are walking on. Moving on a diagonal takes 3 times as long.
This can be combined with Time Ring and one of the haste spells.
This can be combined with Boots of Haste and one of the haste spells.
This determines the difference in your speed after casting Haste.
This determines the difference in your speed after casting Strong Haste.
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.)
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.)
These formulas enable you to calculate how much time is needed to go a Magic Level up.
For all formulas:
is the time needed to go a Magic Level up, in hours;
x is the current Magic Level;
is the percent you have to go to the next Magic Level in decimal form (i.e. 50% is written 0.5).
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 +.
The c values are roughly:
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:
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]
NOTICE: This formula is based upon observed values.
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.
NOTICE: This formula is based upon observed values.
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.
NOTE: These formulae are based upon observed values.
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.
To calculate your damage on players, divide the result by 2.
Note that armor of the target will reduce your damage.
Distance  1H weapon (throwing)  2H weapon (any bow or crossbow)  Any bow + Sniper Arrows 
1  %  %  % 
2  %  %  % 
3  %  %  % 
4  %  %  % 
5  %  %  % 
6  %  %  % 
7  % 
NOTICE: This formula is based upon observed values.
Min:
Max:
(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)
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.
