hide results

    Battle Mechanics FAQ by ForteGSOmega

    Version: 0.7 | Updated: 02/02/10 | Printable Version | Search Guide | Bookmark Guide

    ===============================================================================
    Final Fantasy 8 Battle Mechanics FAQ v0.7
    ===============================================================================
    
    by ForteGSOmega (ph0rt3 [at] yahoo [dot] de)
    
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    
    ===============================================================================
                                   Introduction
    ===============================================================================
    
    This FAQ explains most aspects of the battle system in Final Fantasy VIII.
    All of the info in this document either got through testing or by reverse 
    engineering of the game, so everything should be mostly correct.
    Since this FAQ is not yet complete, some descriptions are incomplete and some
    things are missing for now.
    
    ===============================================================================
                                 Table of Contents
    ===============================================================================
    
    1.  Definitions, Terms
    
    2.  Random Number Generator
    
    3.  Battle Timing
     3.1  ATB
     3.2  Dead Time
     3.3  Global Counter
    
    4.  Damage Types
     4.1  Physical Damage
     4.2  Magical Damage
     4.3  Curative Spells
    
    5.  GF Mechanics
     5.1  Summoning
     5.2  Junctionable GFs
     5.3  Non-Junctionable GFs
      5.3.1  Odin
      5.3.2  Phoenix
      5.3.3  Gilgamesh
      5.3.4  Moomba
      5.3.5  Boko
    
    6.  Damage Modification
    
    7.  Other Battle Skills
     7.1  Command Abilities
      7.1.1  Draw
      7.1.2  Item
      7.1.3  Card
      7.1.4  Defend
      7.1.5  Darkside
      7.1.6  Absorb
      7.1.7  Kamikaze
      7.1.8  Devour
     7.2  Character Abilities
      7.2.1  Mug
      7.2.2  Counter
      7.2.3  Cover
      7.2.4  Auto-Potion
    
    8.  Statuses
     8.1  Status Infliction
     8.2  Negative Statuses
     8.3  Positive Statuses
    
    9.  Limit Break Mechanics
     9.1  Crisis Level
     9.2  Squall
     9.3  Zell
     9.4  Irvine
     9.5  Quistis
     9.6  Rinoa
      9.6.1  Angelo Limit Break
      9.6.2  Other Angelo Skills
      9.6.3  Angelo Search
     9.7  Selphie
     9.8  Seifer, Edea, Laguna, Kiros, Ward
    
    10.  Encounter Mechanics
     10.1  Encounters (World Map)
     10.2  Back attack, Struck first
     10.3  Running Away
     10.4  After the battle
    
    ===============================================================================
    1.  Definitions, Terms
    ===============================================================================
    
    Rounding:
    Generally, you should round down after every division, and in some cases 
    multiplication. However, even if you don't round down in damage calculations,
    the difference will be 5 to 10 damage points at most.
    
    Tick:
    Used in anything related to battle timing. A tick is a 1/60th second.
    
    [x..y]:
    Means "a random value from x to y". E.g. [0..4] would mean that the values
    0, 1, 2, 3 or 4 could be used. 
    
    Power:
    For both Physical and Magical Damage formulas, there's a variable called 
    Power; each spell and Limit Break attack has its own value and a higher
    value means more damage.
    
    x MOD y:
    Divide x by y but instead of using the division result, you use the remainder.
    E.g. "2 MOD 5" would result in 2 and "7 MOD 3" would result in 1.
    
    ===============================================================================
    2. Random Number Generator
    ===============================================================================
    
    A Random Number Generator, or RNG for short, is used to get random numbers
    which are used in probability calculations.
    In this game, there's a static list of 256 numbers, ranging from 0 to 255 
    (no two values are the same) in a certain order. 
    
    To determine which number from that list is used, an "index" is employed.
    The index simply keeps track of what random number to use next, e.g. if the
    index has the value 0, the very first number from the RNG list will be used
    and if the index has the value 255, the very last number from the list will
    be read. Each time a random number is used, the index value increases by one,
    pointing to the next integer in the RNG list.
    The index is reset to 0 after the 255. number is used.
    
    Unfortunately, this means that the RNG is not a "true" one and is pretty
    unreliable.
    
    You can't call it random if you know that after a "99", there's always a "6", 
    now can you?
    
    ===============================================================================
    3.  Battle Timing
    ===============================================================================
    
    Almost everything related to battle timing depends on the Battle Speed.
    Battle Speed is a setting in the Config menu and there are five values:
    5 (slowest), 4, 3 (standard), 2 and 1 (fastest)
    
    This setting will be referred to as BattleSpeed from now on.
    
    ------------
    3.1  ATB Bar
    ------------
    
    Although nothing changes visually, the size of the ATB bar changes depending
    on BattleSpeed
    
      BarSize = BattleSpeed * 4000
    
    Every tick, the bar is increased by the BarIncrement
    
      BarIncrement = (Spd + 30) * SpeedMod / 2
    
    SpeedMod:
      1 Character has Slow status
      2 Character has neither Slow nor Haste status
      3 Character has Haste status
    
    In other words, it takes
    
      200 * BattleSpeed / (3 * (Spd + 30))
    
    seconds to fill the ATB bar.
    
    At the start of battle, each enemy's and party member's starting ATB bar is
    determined by
    
      StartingBar = Spd / 4 + [0..127] - 34
      StartingBar = StartingBar * BattleSpeed * 40
    
      Note: StartingBar cannot be greater than BarSize or lesser than 0
    
    With 255 Spd, that would mean the character starts with 29% - 100% of the bar
    filled.
    
    Note: For whatever reason, enemies' StartingBar is calculated before their
          Spd stat is loaded, that means that it's always assumed that they have
          0 Spd for this calculation.
          Also, StartingBar changes if you get a Struck first/Back attack
          See section 10. for more info.
    
    --------------
    3.2  Dead Time
    --------------
    
    The "Dead Time" timer is a variable with the initial value of 200 
    that counts down every 4th tick.
    
    This timer only counts down if there is nothing happening, so it will only
    decrease when no one attacks, just like the ATB bar could only fill when 
    nothing else is happening.
    
    After the timer reaches 0(after 13.3~ seconds), the following things will 
    be checked in that order:
    Will Gilgamesh appear?
    Will Angelo Recover be used?
    Will Angelo Reverse be used?
    Will Angelo Search be used?
    
    If you don't have one of these things, its check will be skipped. For more
    information on the individual skills, see the GF and Rinoa's Limit Break 
    sections.
    
    -------------------
    3.3  Global Counter
    -------------------
    
    Unlike the Dead Time timer, the Global Counter increases every tick by one, 
    even if you have ATB set to Wait and are in a sub-menu.
    
    This counter is only used for Angelo Search, see section 9.6.3 for more 
    details.
    
    ===============================================================================
    4.  Damage Types
    ===============================================================================
    
    --------------------
    4.1  Physical Damage
    --------------------
    
    Step 1: Hit Determination
    
      Hit% = (AttackerLuck / 2 + AttackerHit - TargetEva - TargetLuck)
    
      Note: If AttackerHit equals 255, this step is skipped and the Attacker will 
            always hit the target.
    
    Step 2: Critical Determination
    
      Critical% = (AttackerLuck + 1) / 256 * 100
    
      Note: Skip this step if the attacker is Squall or Seifer
      Instead of a chance to get a critical hit, they have their Trigger ability
    
    Step 3: Base Damage Calculation
    
      Damage = AttackerStr^2 / 16 + AttackerStr
      Damage = Damage * (265 - TargetVit) / 256
      Damage = Damage * Power / 16
    
      Note: A normal attack has a Power value of 20
    
    -------------------
    4.2  Magical Damage
    -------------------
    
    Base Damage Calculation
    
      Damage = AttackerMag + Power
      Damage = Damage * (265 - TargetSpr) / 4
      Damage = Damage * Power / 256
    
    Power values of spells:
    
      18  Fire, Blizzard, Thunder
      20  Meteor
      22  Aero
      24  Fira, Blizzara, Thundara
      26  Water, Drain
      30  Bio
      32  Meltdown
      35  Firaga, Blizzaga, Thundaga
      38  Tornado
      40  Quake
      48  Holy, Flare
      80  Ultima
      120 Apocalypse
    
      15  Percent
      180 Catastrophe
    
      0   Status-inflicting spells
    
    If the spell is Demi:
      Damage = TargetHP / 4
    
    --------------------
    4.3  Curative Spells
    --------------------
    
    Healing Calculation:
    
      HealingAmount = (Power + HealerMag) * Power / 2
    
    Power values of curative spells:
    
      18  Cure
      36  Cura
      60  Curaga
    
      Note: Curative spells are only affected by the Random Damage Modifier and
            Shell
    
    ===============================================================================
    5.  GF Mechanics
    ===============================================================================
    
    Both junctionable and non-junctionable GFs use this GF damage formula:
    
      Damage = LevelMod * Level / 10 + Power + PowerMod
      Damage = Damage * (265 - TargetSpr) / 8
      Damage = Damage * Power / 256
      Damage = Damage * Boost / 100
      Damage = Damage * (100 + SummonMagBonus) / 100
    
      Notes:
      Boost equals 100 if you don't have the "Boost" ability or you didn't try 
      to boost the summon.
      SummonMagBonus are the SumnMag+x% abilities, stacked additively 
      (all four means SummonMagBonus = 100).
    
    LevelMod, Power and PowerMod are static values different for every GF.
    
      GF           | Attack Name    | Power | PowerMod | LevelMod | Element
      -------------|----------------|-------|----------|----------|--------
      Quezacotl    | Thunder Storm  |    44 |        0 |       60 | Thunder
      Shiva        | Diamond Dust   |    43 |        0 |       62 | Ice
      Ifrit        | Hell Fire      |    45 |        2 |       61 | Fire
      Siren        | Silent Voice   |    35 |        0 |       55 | -
      Brothers     | Brotherly Love |    46 |        4 |       60 | Earth
      Leviathan    | Tsunami        |    47 |       10 |       63 | Water
      Pandemona    | Tornado Zone   |    46 |       14 |       65 | Wind
      Alexander    | Holy Judgment  |    48 |       20 |       63 | Holy
      Doomtrain    | Runaway Train  |    45 |       10 |       58 | Poison
      Bahamut      | Mega Flare     |    55 |       30 |       70 | -
      Tonberry     | Chef's Knife   |    60 |        4 |       45 | -
      Eden         | Eternal Breath |    70 |      250 |      100 | -
      -------------|----------------|-------|----------|----------|--------
      Phoenix      | Rebirth Flame  |    30 |       50 |      254 | Fire
      -------------|----------------|-------|----------|----------|--------
      Gilgamesh    | Excaliber      |    50 |      100 |      100 | -
      Gilgamesh    | Masamune       |   100 |      100 |      100 | -
      -------------|----------------|-------|----------|----------|--------
      Boko         | ChocoFire      |    40 |      100 |      100 | Fire
      Boko         | ChocoFlare     |    60 |      100 |      100 | -
      Boko         | ChocoMeteor    |    80 |      100 |      100 | -
      Boko         | ChocoBocle     |   100 |      100 |      100 | -
    
      Note: Eternal Breath's and ChocoBocle's damage cap is 60,000
            Eternal Breath and Mega Flare also ignore enemy Spr
    
    ==============
    5.1  Summoning
    ==============
    
    The relevant variable for the summoning duration is Compability.
    However, the value you see in the GF menu is a converted value, to get the 
    real value (where ShownCompability is what you see in the menu):
    
      Compability = 6000 - 5 * ShownCompability
    
    How long it takes to summon the GF is calculated with
      
      Duration = Compability * BattleSpeed * 0.9143 / 32
    
    Duration is decreased by SpeedMod every tick and when it reaches 0, 
    the GF is summoned.
    
    =====================
    5.2  Junctionable GFs
    =====================
    
    The GFs which don't follow the normal GF damage formula are covered here.
    Also, the damage calculated here is not further modified.
    
    --------------
    5.2.1  Diablos
    --------------
    
    Damage = TargetMaxHP * Level / 100
    
    Note: The damage cap of 9999 still applies.
    
    --------------
    5.2.2  Cactuar
    --------------
    
    Damage = Level * 100
    
    Note: Ignores damage cap.
    
    --------------------------
    5.2.3  Carbuncle, Cerberus
    --------------------------
    
    Carbuncle inflicts Reflect on the party.
    Cerberus inflicts Double and Triple on the party.
    
    =========================
    5.3  Non-Junctionable GFs
    =========================
    
    The level of all non-junctionable GFs (except for Boko) is the average level 
    of all junctionable GFs in your possession.
    
    -----------
    5.3.1  Odin
    -----------
    
    At the start of non-boss battle, there is a 33/256 or 12.9% chance that Odin
    will appear and use Zantetsuken to kill every enemy not immune to it.
    
    --------------
    5.3.2  Phoenix
    --------------
    
    Phoenix appears if you use the Phoenix Pinion item and the damage he does is
    calculated via the normal GF damage formula. Additionally, he revives every
    KO'd party member with 12.5% of their Max HP
    
    If you have already summoned Phoenix at least once and if the whole party is 
    KO'd, there is a 65/256 or 25.4% chance that Phoenix is summoned.
    
    ----------------
    5.3.3  Gilgamesh
    ----------------
    
    At the start of battle, there is a 9/256 or 3.5% chance that Gilgamesh will
    appear.
    
    After Dead Time timer is 0 (see Battle Timing section):
      If (12 >= [0..255]) Gilgamesh will appear (13/256 or 5.1%)
      else perform Angelo checks (see Rinoa's Limit Break section)
    
    If Gilgamesh will appear, either at the start of through the Dead Time check:
    
    Gilgamesh will use..
      Excaliber   with a probability of 65/256 or 25.4%
      Excalipoor  with a probability of 64/256 or 25%
      Masamune    with a probability of 64/256 or 25%
      Zantetsuken with a probability of 63/256 or 24.6%
    
    Excaliber and Masamune use the normal GF damage formula to inflict damage.
    Excalipoor ignores Spr of the target and does 1 damage.
    Zantetsuken kills every enemy not immune to it.
    
    Note: Gilgamesh can only be summoned once per battle.
    
    -------------
    5.3.4  Moomba
    -------------
    
    Moomba can only be summoned with the item Friendship got through the 
    Pocket Station-exclusive mini game Chocobo World
    
      Damage = TargetHP - 1
    
    Note: The damage cap of 9999 still applies.
    
    ----------
    5.3.5 Boko
    ----------
    
    Boko can only be summoned with the item Gysahl Greens got through the 
    Pocket Station-exclusive mini game Chocobo World.
    
    All of his attacks use the GF damage formula and to get better attacks, you
    have to collect power ups in the Chocobo World.
    Unlike other non-junctionable GFs, the level he uses for damage calculation
    is his level in the Chocobo World.
    
    ===============================================================================
    6.  Damage Modification
    ===============================================================================
    
    The damage calculated with the base formulas is further adjusted through 
    various other things, except when stated otherwise.
    The order of modifications is in the order presented, the terms in parentheses
    are what type of damage that step refers to.
    
    ---------------------------------
    6.1  Random Damage Modifier (all)
    ---------------------------------
    
      Damage = Damage * ([0..32] + 240) / 256 
    
    ---------------------------------
    6.2  Damage Multiplier (Physical)
    ---------------------------------
      
      Damage = Damage * 1.5    //Squall's and Seifer's Trigger 
      Damage = Damage * 2      //Critical hit
      Damage = Damage * 1.5    //Berserk 
      Damage = Damage * 2      //Target is attacked from behind
    
      Damage = Damage / 2      //Target has Protect status effect
      Damage = Damage / 2      //Target is Undead or has Zombie status effect
      Damage = 0               //Target has Invincibility or Defend status
    
    ------------------------------------
    6.3  Elemental Properties (Physical)
    ------------------------------------
    
      Note: Skip this if ElemAttack is 0%
    
      DamageBonus = Damage * ElemAtt * (800 - ElemDef) / 10000
      Damage = Damage + DamageBonus
      
      Notes:
      ElemAtt can be between 0(0%) and 100(100%).
      ElemDef starts at 800 (0%), 900 is 100% defense and 1000 is 100% absorption.
      If an enemy is shown to be weak against an element, his ElemDef is below 800.
      A value higher than 800 means the enemy resists/absorbs the element.
      If Damage becomes negative (due to high ElemDef), the target will be healed
      by that amount.
    
    --------------------------------
    6.4  Damage Multiplier (Magical)
    --------------------------------
      
      Damage = Damage * 5      //Rinoa's Angel Wing Limit
    
      Damage = Damage / 2      //if target has Shell status
      Damage = Damage / 2      //if target has Defend status
      Damage = 0               //if target has Invincibility status
    
    ---------------------------------------
    6.5  Elemental Properties (Magical, GF)
    ---------------------------------------
    
      Note: Skip this if the spell or GF is non-elemental
    
      Damage = Damage * (900 - ElemDef) / 100
    
      Notes:
      ElemDef starts at 800 (0%), 900 is 100% defense and 1000 is 100% absorption.
      If an enemy is shown to be weak against an element, his ElemDef is below 800.
      A value higher than 800 means the enemy resists/absorbs the element.
      If Damage becomes negative (due to high ElemDef), the target will be healed
      by that amount.
    
    ===============================================================================
    7.  Other Battle Skills
    ===============================================================================
    
    ======================
    7.1  Command Abilities
    ======================
    
    Command Abilities make up your command menu in battle, apart from GF and 
    Magic, there are several other skills and the ones with special mechanics
    will be covered here.
    
    -----------
    7.1.1  Draw
    -----------
    
      DrawAmount = (DrawerLevel - TargetLevel) / 2 + 4
      DrawAmount = (DrawAmount + DrawerMag - DrawResist + [1..32]) / 5
    
    DrawResist values:
    
      0   Cure, Fire, Blizzard, Thunder
      1   Scan
      2   Sleep, Silence
      11  Float
      12  Blind
      13  Berserk
      15  Cura, Zombie
      16  Fira, Blizzara, Thundara, Double, Esuna
      17  Protect, Shell, Aero
      18  Haste, Slow, Drain, Water
      20  Life, Dispel
      22  Bio
      26  Confuse
      28  Stop
      39  Break
      33  Firaga, Blizzaga, Thundaga
      34  Curaga, Death
      35  Reflect, Meltdown
      36  Triple, Regen, Demi
      38  Full-life, Quake
      39  Tornado
      40  Aura, Pain, Holy, Flare
      42  Meteor
      44  Ultima
      46  Apocalypse
    
    Draw(Stock):
    
      DrawAmount is how much you will draw of that spell.
      If DrawAmount < 1, Draw command fails
      If DrawAmount > 9, DrawAmount = 9
    
    Draw(Cast):
    
      Step 1: 
        If (DrawAmount < 1) cast fails
        else:
    
      Step 2: 
        Use section 4.2 to calculate the damage
    
      Step 3: 
        Damage = Damage * ([0..255] + 10) / 150
    
    -----------
    7.1.2  Item
    -----------
    
    Flare Stone, Holy Stone, Meteor Stone, Ultima Stone, Protect Stone, 
    Shell Stone, Aura Stone and Death Stone work as if the user is casting 
    the respective spell.
    Hero-trial and Holy War-trial work, despite their descriptions, 100% of the
    time.
    
    -----------
    7.1.3  Card
    -----------
    
    The actual formula is a bit complicated:
    (Note: you must round down after the first step)
    
      Card% = (256 * TargetMaxHP - 255 * TargetHP) / TargetMaxHP
      Card% = (Card% + 1) / 256 * 100
    
    or simplified:
    
      Card% = 100 * (TargetMaxHP - TargetHP) / TargetMaxHP
    
    Just keep in mind that an enemy with full HP still has a chance of 1/128 to
    be carded.
    
    If the Card command succeeds, there is a 17/256 or 6.6% chance that you'll
    receive the rare card instead.
    
    -------------
    7.1.4  Defend
    -------------
    
    The user is inflicted with the Defend status, see section 8.3 for more info.
    
    ---------------
    7.1.5  Darkside
    ---------------
    
    This command is treated as if the character was using the "Attack" command, 
    only that the damage will be multiplied by three and the user will take damage
    equal to 1/10th of his MaxHP.
    
    -------------
    7.1.6  Absorb
    -------------
    
    This command works almost the same as the spell Drain.
    While Drain has a Power of 26, Absorb's Power is 14.
    However, Absorb is not affected by Shell.
    
    ---------------
    7.1.7  Kamikaze
    ---------------
    
    Kamikaze is an auto-hit physical attack that removes the user from battle.
    The game treats the character as dead, so any GF junctioned will still 
    receive AP and EXP.
    
      Damage = MaxHP * 6
    
      Note: The damage cap is set to 60,000 and this attack can critical. 
    
    -------------
    7.1.8  Devour
    -------------
    
      If TargetHP > AttackerHP, Devour fails
        Devour% = 100 * (AttackerHP - TargetHP) / AttackerHP
    
    If the Devour failed, the target receives 8 damage.
    
    ========================
    7.2  Character Abilities
    ========================
    
    Character abilities are passive abilities, which are always activated.
    Like with the Command abilities, only some will be covered.
    
    ----------
    7.2.1  Mug
    ----------
    
    Mug is a normal physical attack that has the added effect of stealing items.
    
      Mug% = (MugDifficulty + (MuggerSpd / 2) + 1) / 256 * 100
    
    MugDifficulty is different for every enemy, but will be 128 or higher most
    of the time (giving you a base Mug% of 50% or higher, which is further
    increased by your Spd) 
    If you successfully mug an enemy, the game decides which item slot's item 
    you get:
    
      rnd = [0..255]
      if (rnd < 178) Slot = 0
        else if (rnd < 229) Slot = 1
          else if (rnd < 244) Slot = 2
            else Slot = 3
    
      Probability of..
        Slot 0           178/256    69.5%
        Slot 1            51/256    20%
        Slot 2            15/256     5.8%
        Slot 3            12/256     4.7%
    
    Higher slots usually contain better/rarer items.
    If you have the Rare Item party ability, the probabilities are modified:
    
      rnd = [0..255]
      if (rnd < 128) Slot = 0
        else if (rnd < 242) Slot = 1
          else if (rnd < 261) Slot = 2
            else Slot = 3
    
      Probability of..
        Slot 0           128/256    50%
        Slot 1           114/256    44.5%
        Slot 2            14/256     5.5%
        Slot 3             0/256     0%
    
    Since you can never get values higher than 255 from the RNG, it's impossible
    to get Slot = 3 with Rare Item.
    
    Note: You can only steal once from an enemy and if you do so successfully, 
          the enemy will not drop any items.
    
    --------------
    7.2.2  Counter
    --------------
    
    Character uses his normal attack if he/she is attacked by a physical attack, 
    though it doesn't matter if any damage is received or if it even hits.
    
    ------------
    7.2.3  Cover
    ------------
    
    If a party member is attacked by a physical attack that would otherwise kill
    him/her, the chracter with this ability will step in front that party member,
    taking the damage and halving it.
    
    Note: This will only work if the character with Cover is adjascent to the one
          being attacked and if the attack is not multi target.
    
    ------------------
    7.2.4  Auto-Potion
    ------------------
    
    The character will use a healing item if the damage received from an attack
    is greater than 0.
    
    Items that can be used are:
    Potion, Potion+, Hi-Potion, Hi-Potion+ and X-Potion
    
    The item selected depends on their order in the normal item menu
    (not the battle menu).
     
    ===============================================================================
    8.  Statuses
    ===============================================================================
    
    This section covers the rate of status infliction as well as every status in 
    the game.
    
    Some status effects wear over time (Sleep, Haste etc), but how long it will
    takes depends on what you have set as Battle Speed:
    
      Duration = BaseDuration * BattleSpeed
    
    where BaseDuration is different for each status effect and Duration is the
    actual duration. It decreases by SpeedMod ever 4th tick, so divide by 15
    to get the duration in seconds.
    
    I will provide the time value of the BaseDuration in this section.
    
    ======================
    8.1  Status Infliction
    ======================
    
    The calculation of the infliction rate of negative status effects depends on
    whether you use a physical attack or the status magic(or other magical attacks
    that inflict statuses) itself.
    
    Status Infliction for physical attacks:
    
      If (StatusDefense >= 200) Target doesn't get the status
    
        else: Infliction% = AttackerStr / 4 - TargetVit / 4 
              Infliction% = Infliction% - StatusDefense + StatusAttack
    
    For magical attacks:
    
      
      If (StatusDefense >= 200) Target doesn't get the status
    
        else: Infliction% = AttackerMag / 4 - TargetSpr / 4 
              Infliction% = Infliction% - StatusDefense + 200
    
    StatusDefense and StatusAttack start at 100 (0%) and the cap is 200 (100%). 
    
    ======================
    8.2  Positive Statuses
    ======================
    
    Positive status effects generally provide you with some advantage.
    All positive status effects except for Invincibility can be negated with
    Dispel.
    
    -----
    Regen
    -----
    
    BaseDuration: 320
    Time: 21.3~ seconds
    
    Heals 5% MaxHP every (80 * BattleSpeed) ticks. In other words, it will heal 
    the target 16 times per cast and will recover 80% MaxHP total.
    
    -------
    Protect
    -------
    
    BaseDuration: 480
    Time: 32 seconds
    
    Halves physical damage.
    
    -----
    Shell
    -----
    
    BaseDuration: 480
    Time: 32 seconds
    
    Halves magical damage but also curative spells.
    
    -------
    Reflect
    -------
    
    BaseDuration: 480
    Time: 32 seconds
    
    Reflects single target magical spells back to the caster.
    
    ----
    Aura
    ----
    
    BaseDuration: 100
    Time: 6.6~ seconds
    
    Increases Limit Break rate (see section 9.1)
    
    ------
    Double
    ------
    
    Permanent (until end of battle)
    
    Allows the target to cast a spell twice in a row.
    
    ------
    Triple
    ------
    
    Permanent (until end of battle)
    
    Allows the target to cast a spell three times in a row.
    
    -----
    Haste
    -----
    
    BaseDuration: 480
    Time: 32 seconds
    
    Increases the rate with which the target's ATB gauge fills (see section 3.1), 
    but also shortens the time positive effects last.
    
    -----
    Float
    -----
    
    BaseDuration: 176
    Time: 11.73~ seconds
    
    Makes the target immune against Earth-elemental attacks.
    
    ------
    Defend
    ------
    
    Effect lasts until the target selects another action
    
    Physical damage is nullified, magical damage is halved.
    Also, if the user is attacked by a physical attack that could inflict a 
    negative status, the status won't ever be inflicted.
    
    -------------
    Invincibility
    -------------
    
    BaseDuration: 360
    Time: 24 seconds
    
    Makes the target immune against most types of damage and status effects, 
    both negative and positive and nullifies negative status effects.
    However, curative spells and items still work.
    
    Also, the target still takes damage from Poison and the "Darkside" command.
    
    ======================
    8.2  Negative Statuses
    ======================
    
    Negative status effect generally put you at a disadvantage but some are also
    useful if you want to increase your Crisis Level (see section 9.1)
    
    ----
    Slow
    ----
    
    BaseDuration: 100
    Time: 6.6~ seconds
    
    Decreases the rate with which the target's ATB gauge fills (see section 3.1), 
    but also lengthens the time positive effects last.
    
    ----
    Stop
    ----
    
    BaseDuration: 200
    Time: 13.3~ seconds
    
    Nullifies Slow/Haste and stops every other status effect timer.
    Also, the target's ATB bar stops filling.
    
    Note: Target can't avoid attacks while Stopped.
    
    ------
    Poison
    ------
    
    Permanent
    
    The target takes damage after every action.
    
      Damage = [5..7] * MaxHP / 100
    
    -----
    Blind
    -----
    
    Permanent
    
    The target's Hit% decreases by 75%.
    Note that characters with a base Hit% of 255 skip the Hit Determination and
    therefore are not affected by Blind.
    
    -------
    Confuse
    -------
    
    Permanent (until end of battle)
    
    This status is nullified if the character receives physical damage.
    Confuse causes the character to select a random command and uses it on either
    allies or enemies.
    
    Step 1: 
      Randomly select one of the four commands a character has.
      If selected command is neither "Attack", "Mug", "Magic" nor "Item", the 
      selection defaults to "Attack"/"Mug"
    
    Step 2:
      If either "Magic" or "Item" are selected, the game proceeds to select a
      spell/item from the list of available spells/items randomly.
    
    Step 3:
      The game decides which target group(allies or enemies) should be selected
      with both groups having a 50% chance.
    
      Note: If the selected action only has one target group (e.g. "Hero" item),
            that group will always be selected.
    
    Step 4:
      A random target from the target group is selected if the attack is 
      single-target.
    
    -----
    Sleep
    -----
    
    BaseDuration: 200
    Time: 13.3~ seconds
    
    The target's ATB gauge stops filling, and all other status effect timers 
    are stopped.
    
    If the target is attacked by a physical attack, whether it hits or not, 
    this status is nullified.
    
    Note: The target's Evasion is not reduced.
    
    -------
    Silence
    -------
    
    Permanent
    
    Target can't use the "Magic", "GF" and "Draw" commands.
    
    -------
    Petrify
    -------
    
    Permanent
    
    Target is marked as dead. 
    
    ------------
    Slow Petrify
    ------------
    
    BaseDuration: 200
    Time: 13.3~ seconds
    
    After the timer for this status effect reaches 0, the target is inflicted with
    the Petrify status.
    
    -----
    Death
    -----
    
    Target is marked as dead, HP are reduced to 0.
    
    ----
    Doom
    ----
    
    BaseDuration: 240
    Time: 16 seconds
    
    After the timer for this status effect reaches 0, the the target is marked as
    dead and will have its HP reduced to 0.
    
    --------------
    Drain / Absorb
    --------------
    
    Not really a status effect. Drain/Absorb allows the caster to magically damage
    an enemy and receive the damage dealt as HP.
    If the target is immune to Drain, it will still take damage, but the caster
    won't heal.
    
    -------
    Berserk
    -------
    
    Permanent (until end of battle)
    
    The target will randomly use one of the four "Berserk-attacks" it has.
    Most enemies and all allies have four of the same attack, so you won't 
    notice a difference.
    The enemy/ally under this effect will randomly target someone from the
    opposite target group.
    
    Note: Damage dealt is increased by 50%.
    
    ------
    Zombie
    ------
    
    Permanent
    
    Healing for the target under this effect will be reversed. I.e., Potions and
    curative spells deal damage.
    Drain/Absorb will also deal damage to the caster unless the target of the spell
    is considered Undead or under the Zombie status itself.
    
    The target will also gain an immunity to Death and Doom and has its ElemDef
    for the Holy element set to 700, which means double damage.
    Additionally, all physical damage the target receives is halved.
    
    Note: Undead enemies are considered to be always under the Zombie effect, even
          if it's not shown, so all of the above applies to them. 
          Also, targets under the Zombie status do not deal more damage.
    
    -----
    Curse
    -----
    
    BaseDuration: 320
    Time: 21.3~ seconds
    
    Target will not be able to use Limit Breaks.
    
    ----
    Vit0
    ----
    
    Permanent (until end of battle)
    
    Target has its Vit and Spr reduced to 0.
    
    ===============================================================================
    9.  Limit Break Mechanics
    ===============================================================================
    
    This section covers everything related to everyone's Limits.
    It should be noted that a Limit Break move will never miss and is not
    affected by whatever you have junctioned to ElemAtt.
    
    =================
    9.1  Crisis Level
    =================
    
    Before we can determine what Crisis Level(or CL for short) the character is 
    at, we have to calculate what I call "LimitLevel"
    
      HPMod = 2500 * CurrentHP / MaxHP
      DeathBonus = DeadCharacters * 200 + 1600
      StatusBonus = StatusSum * 10
      RandomMod = [0..255] + 160
    
      LimitLevel = (StatusBonus + DeathBonus - HPMod) / RandomMod
    
      If (LimitLevel > 4) Limit Break can be used.
    
    Seifer uses a different HPMod:
    
      HPMod = 1000 * CurrentHP / MaxHP
    
    Each status effect has a certain value. 
    The StatusSum variable is the sum of all statuses in effect.
    
      200 Aura
      15  Slow
      30  Poison
      30  Blind
      30  Silence
      30  Slow Petrify
      45  Doom
      0   Everything else
       
      E.g. If a character has Aura, Blind and Silence, StatusSum would be 260.
    
    LimitLevel to Crisis Level conversion:
    
      LimitLevel  | Crisis Level
      ------------|-------------
      4 or lower  | 0
      5           | 1
      6           | 2
      7           | 3
      8 or higher | 4
    
    A higher Crisis Level means that the character's Limit Break is, in some 
    way, enhanced. You need at least Crisis Level 1 to be able to use a 
    Limit Break.
    
    -You need 11.2% HP with Aura to reach Crisis Level 4 100% of the time. 
    -51.84% HP to reach it 50% of the time
    -Without Aura and with 10% HP, there's a 3% chance to get Crisis Level 4.
    
    ===========
    9.2  Squall
    ===========
    
    The Crisis Level affects how many Renzokuken hits Squall performs and 
    increases the chance to perform a Finisher.
    
      CL | # of Renzokuken hits
      ---|---------------------
       1 |          4
       2 |          5
       3 |          6
       4 |          7
    
    There is a 50% probability that the amount of Renzokuken hits is increased by
    one, making the maximum possible amount 8.
    If the enemy has a special Renzokuken sequence, like Bahamut or Ultima Weapon,
    that amount of hits will always be performed instead.
    
    After Squall does his Renzokuken sequence, there's a chance he'll 
    perform a Finisher:
    
      Finisher% = (CL * 60 + 1) / 256 * 100
    
    So, there's a (CrisisLevel * ~23.4%) chance that a Finisher is performed.
    
    Which Finisher is performed depends on which Squall has:
    
      If he only has Rough Divide
        100%  Rough Divide 
    
      If he has Rough Divide and Fated Circle
        25%   Rough Divide
        75%   Fated Circle
    
      If he has Rough Divide, Fated Circle and Blasting Zone
        25%   Rough Divide
        25%   Fated Circle
        50%   Blasting Zone
    
      If he has Rough Divide, Fated Circle, Blasting Zone and Lion Heart
        25%   Rough Divide
        25%   Fated Circle
        25%   Blasting Zone
        25%   Lion Heart
    
    All of Squall's Finishers are considered physical and can critical depending 
    on his Luck.
    You can use Trigger with the normal Renzokuken hits, they can't critical 
    themselves.
    
    His attacks and their Power values:
      
      Attack       | Power | Notes
      -------------|-------|-----------------------------------------
      Renzokuken   |    22 | his normal Renzokuken hit, single target
      Rough Divide |    48 | one target
      Fated Circle |    40 | all targets
      Blasing Zone |    44 | all targets
      Lion Heart   |   100 | one target, 17 hits
    
    =========
    9.3  Zell
    =========
    
    The time Zell gets to input button combinations in his Duel Limit Break 
    depending on what Crisis Level he has.
    
      CL | Duel Time
      ---|----------
       1 |   4.66 s
       2 |   6.66 s
       3 |   9.33 s
       4 |   12   s
    
    His attacks and their Power values:
    
      Attack          | Power | Notes
      ----------------|-------|---------------
      Punch Rush      |    16 |  
      Booya           |    18 |
      Heel Drop       |    20 |
      Mach Kick       |    24 |
      Dolphin Blow    |    28 | 
      Meteor Strike   |     - | Gravity damage
      ----------------|-------|---------------
      Burning Rave    |    48 | all targets
      Meteor Barret   |    52 | one target
      Different Beat  |    72 | one target
      My Final Heaven |    50 | all targets
    
      Note: All attacks are considered physical.
            Meteor Strike's damage is TargetHP / 4, however, it's still considered
            a physical attack, i.e. it's halved by Protect but can also critical.
    
    ===========
    9.4  Irvine
    ===========
    
    Like Zell's Limit, Irvine's Shoot's time is extended depending on what Crisis
    Level he has. 
    
      CL | Shoot Time
      ---|-----------
       1 |   8    s
       2 |   12   s
       3 |   20   s
       4 |   26.6 s
    
    Additionally, all shots he makes have increased Critical%:
    
      Critical% = (Luck + 26) / 256 * 100
    
    His attacks and their Power values:
    
      Attack          | Power | Notes
      ----------------|-------|------------------------------
      Normal Shot     |    16 |  
      Scatter Shot    |    14 | hits all
      Dark Shot       |    14 | can inflict negative statuses
      Flame Shot      |    40 | hits all, fire elemental
      Canister Shot   |    60 | 
      Quick Shot      |     7 |
      Armor Shot      |    80 | ignores Vit
      Hyper Shot      |   120 |
    
      Note: All of his attacks are physical.
            Dark Shot can inflict Poison, Blind, Silence, Sleep or Slow.
            The game assumes that Irvine has 100% for each status effect and it
            uses the physical infliction formula (section 8.1)
    
    ============
    9.5  Quistis
    ============
    
    Quistis' Blue Magic powers up depending on what her Crisis Level is.
    
    All her skills which inflict normal damage and their Power values:
    
      Attack           | CL1 | CL2 | CL3 | CL4 | Element  | Target(s)
      -----------------|-----|-----|-----|-----|----------|----------
      Laser Eye        |  40 |  48 |  58 |  64 | -        | one
      Ultra Waves      |  27 |  33 |  40 |  48 | -        | all 
      Electrocute      |  30 |  36 |  44 |  50 | Lighting | all
      Aqua Breath      |  50 |  70 |  80 | 100 | Water    | all
      Acid             |  30 |  38 |  44 |  52 | -        | all
      Gatling Gun      |  60 |  80 | 100 | 120 | -        | one
      Fire Breath      |  70 |  90 | 100 | 120 | Fire     | all
      Homing laser     | 100 | 150 | 200 | 250 | -        | one
      Ray-Bomb         |  80 |  90 | 100 | 110 | -        | all
      Shockwave Pulsar | 150 | 200 | 200 | 250 | -        | all
    
      Note: Shockwave Pulsar has a  damage cap of 60,000
            Gatling Gun is physical, everything else is magical
    
    Acid may also inflict status effects depending on the Crisis Level:
    
      CL1: Poison
      CL2: Poison, Darkness
      CL3: Poison, Darkness, Silence, Vit0
      CL4: Poison, Darkness, Silence, Vit0, Petrify
    
    Her other Blue Magics:
    
      LV? Death (all)
        CL1: Casts Death on enemies whose level is a multiple of 4
        CL2: Casts Death on enemies whose level is a multiple of 3
        CL3: Casts Death on enemies whose level is a multiple of 2
        CL4: Casts Death on enemies whose level is a multiple of 1
    
      Degenerator (one)
        Kills any enemy not immune to it.
    
      Micro Missle (one), gravity damage
        CL1: 50% HP
        CL2: 75% HP
        CL3: 87.5% HP
        CL4: 93.75% HP   
    
      Bad Breath (all), inflicts status effects
        CL1: Poison, Darkness, Silence, Sleep, Slow, Confuse
        CL2: Poison, Darkness, Silence, Sleep, Slow, Confuse, Berserk, Stop, 
             Slow Petrify
        CL3: Poison, Darkness, Silence, Sleep, Slow, Confuse, Berserk, Stop,
             Slow Petrify, Petrify, Zombie
        CL4: Poison, Darkness, Silence, Sleep, Slow, Confuse, Berserk, Stop,
             Slow Petrify, Petrify, Zombie, Vit0, Doom, Death
    
      White Wind (all allies), heals HP
        HealingAmount = QuistisMaxHP - CurrentHP
    
      Mighty Guard (all allies), inflicts status effects
        CL1: Protect, Shell
        CL2: Protect, Shell, Regen, Haste, Float
        CL3: Protect, Shell, Regen, Haste, Float, Aura
        CL4: Protect, Shell, Regen, Haste, Float, Aura
    
    ==========
    9.6  Rinoa
    ==========
    
    Rinoa has technically three sections: Angelo, Angel Wing and her 
    other skills (Angelo Rush, Angelo Search etc), two of which will be covered
    here.
    
    --------------------------
    9.6.1  Angelo Limit Breaks
    --------------------------
    
    Rinoa has four Limit Breaks which can be used by selecting Angelo>Combine.
    However, what attack is performed depends on your Crisis Level.
    
      CL | Attack          | Power | Notes
      ---|-----------------|-------|---------------------------------------------
       1 | Angelo Cannon   |    72 | one target, physical damage
       2 | Angelo Strike   |   120 | one target, physical damage
       3 | Invincible Moon |     - | Invincibility status on all allies
       4 | Wishing Star    |   130 | hits 8 times, random targets, magical damage
    
    If you get a certain CL but the attack in this slot is not learned, it 
    selects the attack in the next highest slot (=of a lower CL). 
    
    --------------------------
    9.6.2  Other Angelo Skills
    --------------------------
    
    First, if Rinoa is hit by the enemy, there's a chance that Angelo Rush or
    Angelo Recover will activate:
    
      if (16 >= [0..255]) Angelo Recover is used on Rinoa (6.6%)
        else if (16 >= [0..255]) Angelo Rush is used (6.2%)
    
    If Angelo Recover is not learned, it's skipped.
    
    Here's what each of her skills do:
      
      Skill          | Power | Notes
      ---------------|-------|--------------------------------------------------
      Angelo Rush    |    32 | handled as if a normal physical attack from Rinoa
      Angelo Recover |     - | heals 62.5% HP
      Angelo Reverse |     - | Restores a KO'd party member with 12.5% HP
      Angelo Search  |     - | Searches items
    
    As mentioned in the Battle Timing section, after the Dead Time timer 
    reaches 0 (after 13.3~ seconds), several checks are performed:
    
      if (12 >= [0..255]) Gilgamesh is summoned (5.1%)
        else if (8 >= [0..255] Angelo Recover is used (3.3%)
          else if (2 >= [0..255] Angelo Reverse is used (1%)
            else if (8 >= [0..255] Angelo Search is used (3.2%)
    
    If you don't have one of the skills, its check is skipped.
    Angelo Recover and Angelo Reverse can only be checked/used if their conditions
    are met:
      
      Angelo Recover will only be checked if there's an ally with less than 25% 
      of their MaxHP
      Angelo Reverse will only be checked if there's a KO'd ally.
    
    --------------------
    9.6.3  Angelo Search
    --------------------
    
    If the game determined that Angelo Search will be used, it must first be 
    decided what algorithm should be used to calculate the item gotten from the
    search. That's where the Global Counter comes into play.
    
      rnd = (value of Global Counter) MOD 256
    
      (You could see rnd as "[0..255]" which doesn't use the RNG.)
    
      if (rnd < 128) Algorithm_1
        else if (rnd < 160) Algorithm_2
          else if (rnd < 176) Algorithm_3
            else if (rnd < 192) Algorithm_4
              else if (rnd < 200) Algorithm_5
                else Algorithm_6
    
      Probability of..
        Algorithm_1     128/256    50%
        Algorithm_2      32/256    12.5%
        Algorithm_3      16/256     6.2%
        Algorithm_4      16/256     6.2%
        Algorithm_5       8/256     3.1%
        Algorithm_6      56/256    22%
    
    I should probably mention that I changed the formulas a bit so they're easier
    to read. 
    If the 0 from [0..255] would ever be selected, it bypasses the
    "if ItemID == 0, set ItemID to x", so I included a note.
    
      Algorithm_1:
        ItemID = [0..255] MOD 8 + 1
    
      Algorithm_2:
        ItemID = [0..255] MOD 98
          if ItemID == 0, set ItemID to 98
        ItemID = ItemID + 101
    
        Note: There would be a 1/256 chance that ItemID == 101
    
      Algorithm_3:
        ItemID = [0..255] MOD 23  
          if ItemID == 0, set ItemID to 23
        ItemID = ItemID + 101 
    
        Note: There would be a 1/256 chance that ItemID == 101
    
      Algorithm_4: 
        ItemID = [0..255] MOD 34
          if ItemID == 0, set ItemID to 34
        ItemID = ItemID + 66
    
        Note: There would be a 1/256 chance that ItemID == 66
    
      Algorithm_5:
        ItemID = [0..255] MOD 32 + 33
    
      Algorithm_6:
        ItemID = [0..255] MOD 7 + 33
    
        Note: There would be a 1/256 chance that ItemID == 33
    
    ItemID would be the ID of the item you get.
    
    Now, let me tell you why bothering with these algorithms is a waste of time.
    As I mentioned in section 2, the RNG is a simple, static list of integers.
    This means, for example, that after "5", there's always a "255".
    For Angelo Search to occur, a number less than 9, so 0-8, is needed. The 
    problem is that the game would always select the next number to be the input
    for "[0..255]", so it's predictable and not random at all.
    In other words, you always get the same thing from the same algorithm.
    
    Here's what values follow the ones that trigger Angelo Search:
    
      "Random" Value | Value after that | Index of the value
      ---------------|------------------|-------------------
             6       |       240        |          1
             1       |       193        |          7
             2       |        23        |         47
             8       |        86        |        129
             0       |        59        |        163
             4       |       224        |        184
             3       |       152        |        227
             7       |       244        |        230
             5       |       255        |        250
    
    The only somewhat random thing would be the selection of the algorithm.
    With that, it's possible to compile a list of items that can be gotten:
    
    
      Input value | Algorithm_1     | Algorithm_2     | Algorithm_3     
      ------------|-----------------|-----------------|-----------------
           240    | Potion          | North Wind      | Hero            
           193    | Potion+         | Occult Fan II   | Hero-Trial      
            23    | Mega Phoenix    | Sleep Powder    | Elixir          
            86    | Phoenix Down    | Combat King 004 | Holy Stone      
            59    | Hi-Potion+      | Cactus Thorn    | Shell Stone     
           224    | Potion          | Curse Spike     | Holy Stone      
           152    | Potion          | Dragon Fin      | Protect Stone   
           244    | X-Potion        | Steel Orb       | Protect Stone   
           255    | Mega Phoenix    | Cactus Thorn    | Antidote        
      ------------|-----------------|-----------------|-----------------
      Input value | Algorithm_4     | Algorithm_5     | Algorithm_6   
      ------------|-----------------|-----------------|-----------------
           240    | Energy Crystal  | Aegis Amulet    | Cottage
           193    | Jet Engine      | Pet House       | G-Hi-Potion
            23    | Jet Engine      | GF Scroll       | Cottage
            86    | Force Armlet    | Magic Scroll    | Cottage
            59    | Moon Curtain    | Healing Ring    | G-Potion
           224    | Circlet         | Tent            | Tent
           152    | Adamantine      | Draw Scroll     | G-Mega-Potion
           244    | Gold Armor      | Status Guard    | G-Returner
           255    | Rune Armlet     | Hungry Cookpot  | G-Potion
    
    For more info on this and how to exploit the RNG in this case, refer to the
    Angelo Search Limit Break FAQ by DarkLordOfTheSith.
    
    ============
    9.7  Selphie
    ============
    
    Selphie's Tombola has access to several spell sets from which a random spell
    is selected. The higher Selphie's level and Crisis Level is, the better spell
    sets she can select from.
    
    The first step is to calculate her "TombolaLevel":
    
      TombolaLevel = Level / 10 + Crisis Level + [0..4] - 1
    
    While you can influence the TombolaLevel via her level and her Crisis Level,
    the next step, TombolaMod, is purely random:
      
      rnd = [0..255]
    
      if (rnd >= 249) TombolaMod = 4
        else if (rnd >= 209) TombolaMod = 3
          else if (rnd >= 159) TombolaMod = 2
            else if (rnd >= 39) TombolaMod = 1
              else TombolaMod = 0
    
      Probability of..
        TombolaMod 0      39/256    15.2%
        TombolaMod 1     120/256    47.9%
        TombolaMod 2      50/256    19.5%
        TombolaMod 3      40/256    15.6%
        TombolaMod 4       7/256     2.7%
    
      SpellSet# = TombolaMod * 12 + TombolaLevel
    
    There's a list in the game which determines what SpellSet you get, depending
    on what the value of SpellSet# is.
    
            |  0 |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |
      ------|----|----|----|----|----|----|----|----|----|----|
      00-09 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |  0 |
      10-19 |  1 |  1 |  0 |  0 |  0 |  0 |  0 |  1 |  1 |  2 |
      20-29 |  2 |  2 |  3 |  4 |  9 |  9 |  9 | 10 | 10 | 11 |
      30-39 | 11 | 12 | 12 | 13 | 13 | 14 |  0 |  0 |  1 |  1 |
      40-49 |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  0 |  1 |
      50-59 |  2 | 15 |  3 |  4 |  5 |  6 |  7 |  8 |  8 | 15 |
      60-65 |  1 |  2 |  4 |  2 |  7 |  2 |	
    
      E.g., SpellSet# = 35 would get you Set 14
    
    As for what each set contains:
    
      |---------------|---------------|---------------|---------------|     
      |     Set 0     |     Set 1     |     Set 2     |     Set 3     |
      |---------------|---------------|---------------|---------------|
      | 2 | Fire      | 2 | Fira      | 2 | Firaga    | 3 | Water     |
      | 2 | Blizzard  | 2 | Blizzara  | 2 | Blizzaga  | 3 | Aero      |
      | 2 | Thunder   | 2 | Thundara  | 2 | Thundaga  | 2 | Bio       |
      | 2 | Cure      | 1 | Cura      | 1 | Curaga    | 1 | Full-cure |
      | 3 | Fire      | 3 | Cura      | 3 | Firaga    | 3 | Firaga    |
      | 3 | Blizzard  | 3 | Blizzara  | 3 | Blizzaga  | 3 | Blizzaga  |
      | 3 | Thunder   | 3 | Thundara  | 3 | Thundaga  | 3 | Thundaga  |
      | 1 | Full-cure | 1 | Full-cure | 1 | Wall      | 1 | Rapture   |
      |---------------|---------------|---------------|---------------|
      |     Set 4     |     Set 5     |     Set 6     |     Set 7     |
      |---------------|---------------|---------------|---------------|
      | 3 | Water     | 3 | Bio       | 3 | Demi      | 3 | Holy      |
      | 3 | Aero      | 3 | Demi      | 3 | Holy      | 3 | Flare     |
      | 3 | Bio       | 2 | Holy      | 2 | Flare     | 1 | Meteor    |
      | 3 | Demi      | 2 | Flare     | 1 | Meteor    | 2 | Quake     |
      | 2 | Holy      | 2 | Meteor    | 1 | Quake     | 1 | Tornado   |
      | 2 | Flare     | 1 | Quake     | 1 | Tornado   | 2 | Ultima    |
      | 1 | Quake     | 1 | Tornado   | 1 | Ultima    | 1 | Rapture   |
      | 1 | Rapture   | 1 | Rapture   | 1 | Rapture   | 2 | Tornado   |
      |---------------|---------------|---------------|---------------|
      |     Set 8     |     Set 9     |     Set 10    |     Set 11    |
      |---------------|---------------|---------------|---------------|
      | 2 | Meteor    | 3 | Blind     | 3 | Protect   | 3 | Break     |
      | 3 | Holy      | 3 | Sleep     | 3 | Aura      | 3 | Float     |
      | 1 | Ultima    | 3 | Silence   | 3 | Haste     | 3 | Regen     |
      | 2 | Ultima    | 3 | Esuna     | 3 | Drain     | 3 | Protect   |
      | 1 | Ultima    | 3 | Blind     | 3 | Blind     | 3 | Aura      |
      | 2 | Ultima    | 3 | Sleep     | 3 | Sleep     | 3 | Haste     |
      | 2 | Ultima    | 3 | Silence   | 3 | Silence   | 2 | Drain     |
      | 2 | Ultima    | 1 | Full-cure | 1 | Full-cure | 1 | Wall      |
      |---------------|---------------|---------------|---------------|
      |     Set 12    |     Set 13    |     Set 14    |     Set 15    |
      |---------------|---------------|---------------|---------------|
      | 3 | Dispel    | 3 | Death     | 3 | Berserk   | 3 | Holy      |
      | 3 | Shell     | 3 | Pain      | 3 | Death     | 2 | Meteor    |
      | 3 | Double    | 3 | Stop      | 3 | Pain      | 1 | Ultima    |
      | 3 | Slow      | 3 | Dispel    | 3 | Zombie    | 2 | Ultima    |
      | 3 | Break     | 3 | Shell     | 3 | Meltdown  | 3 | Meteor    |
      | 3 | Confuse   | 3 | Double    | 3 | Curaga    | 2 | Ultima    |
      | 3 | Curaga    | 3 | Slow      | 3 | Reflect   | 3 | Ultima    |
      | 1 | Wall      | 1 | Rapture   | 3 | Triple    | 1 | The End   |
      |---------------|---------------|---------------|---------------|
    
    After the set is selected, the game randomly picks one spell from the
    set, which is what Selphie will be able to cast.
    The numbers next to the spells are the maximum amount of casts. The actual
    amount of casts is simply
     
      Casts = [1..MaxAmount]
    
    If you select "do over", the whole process is repeated from the beginning, 
    with your old CL.
    
    There are some unique spells in the tombola:
    
      Spell     | Effect
      ----------|----------------------------------------
      Full-cure | Heals all allies fully
      Wall      | Protect + Shell for all allies
      Rapture   | All enemies not immune to it are killed
      The End   | All enemies except Undead are killed
    
    ======================================
    9.8  Seifer, Edea, Laguna, Kiros, Ward
    ======================================
    
    All of the temporary characters only have their Limit attack. Unlike
    the permanent characters, their Limits are not influenced by the Crisis Level.
    
      Limit Break | Attack         | Power | Notes, targets
      ------------|----------------|-------|----------------------
      Fire Cross  | No Mercy       |   80  | physical, all
      Sorcery     | Ice Strike     |  120  | magical, one 
      Limit       | Desperado      |  140  | physical, all
      Limit       | Blood Pain     |   25  | physical, 6 hits, one
      Limit       | Massive Anchor |  150  | physical, one
    
    It's worth noting that Seifer's normal attack works like Squall's; he can't
    critical based on Luck (his Limit can) and instead uses his Trigger to 
    increase damage.
    Also, as seen in the Crisis Level section, it's easier for him to be able
    to use his Limit.
    
    ===============================================================================
    10.  Encounter Mechanics
    ===============================================================================
    
    This section covers various aspects of encounters, such as how the game
    determines when a battle occurs or what the chances for item/card drops are.
    
    ----------------------------
    10.1  Encounters (World Map)
    ----------------------------
    
    Every 51 steps you take(which is just one step visually), the game performs 
    a check that decides whether a battle starts or not. 
    There is a variable which increases by 3 each time the check is 
    performed(walking diagonally and down/uphill increases it by 4).
    If that variable + LocationMod is greater than [0..255], a battle is started.
    
    LocationMod
      12  party is in a forest
     128  party is on Island closest to Hell/Heaven
       2  anywhere else
    
    
    With the party ability "Enc-Half", the check is performed every 198 steps, 
    meaning that the Encounter rate is ~1/4 instead of just 1/2.
    
    If the ability "Enc-None" is equipped, the check is skipped completely.
    
    -------------------------------
    10.2  Back Attack, Struck First
    -------------------------------
    
    To determine whether you get an advantage/disadvantage over the enemy:
    
      rnd = [0..255] + EncounterMod
      if (rnd < 20) "Back attack!"
        else if (rnd < 236) no change
          else "Struck first!"
    
      Note: EncounterMod can be either 0 or 20, depending on the enemies.
    
      Probability of..
        "Back attack!"    20/256 or  0/256    7.8% or  0%
        no change             216/256            84.3%
        "Struck first!"   20/256 or 40/256    7.8% or 15.6%
    
      Note: Equipping the "Alert" party ability reduces "rnd" by 20, essentially
            increasing the odds of "Back attack!" and decreasing odds of 
            "Struck first!"
    
    Back attack:
    All allies will start with 100% of the ATB bar filled.
    Enemies start with 0% of the ATB bar filled.
    
    Struck first:
    All allies will start with 0% of the ATB bar filled.
    Enemies start with 100% of the ATB bar filled.
    
    No change:
    All enemies' and allies' starting ATB bar calculated normally, see section 3.1
    for more details.
    
    After this, the game checks if Odin/Gilgamesh should be summoned (section 5.3)
    
    ------------------
    10.3  Running away
    ------------------
    
    Pressing and holding the L2 and R2 buttons causes all party members to run
    away. Every second or so, the game will check if [0..255] is less than
    the "running difficulty" (provided you're holidng L2 and R2). 
    If that is the case, you'll run away.
    The running difficulty depends on each encounter, usually being 255 or 128.
    Bosses always have a running difficulty of 0, meaning you can't ever escape.
    
    By running away, you don't get any AP and only partial EXP.
    E.g. Damaging the enemy for 10% of it's max HP would mean you'd get 10% of the
    EXP the enemy would've normally dropped.
    
    ----------------------
    10.4  After the battle
    ----------------------
    
    After successfully defeating all enemies, the game first checks if their card,
    if they have one, is dropped. the chance for that is 9/256 or 3.5%
    
    The calculation for item drops is similar to mugging and is also affected by
    the "Rare item" party ability. In short, the probabilites are:
    
      Slot              |    0    |    1    |    2    |    3
      ------------------|---------|---------|---------|--------
      Without Rare Item | 178/256 |  51/256 |  15/256 |  12/256
      ------------------|---------|---------|---------|--------
      With Rare Item    | 128/256 | 114/256 |  14/256 |   0/256
    
    Check section 7.2.1 for more details.
    Instead of a MuggingDifficulty, there's DropDifficulty which is not 
    necessarily the same value. A value of 255 would mean that an item is always
    dropped.
    
    ===============================================================================
                                 Revision History
    ===============================================================================
    
    04/13/10 - Corrected the GF damage formula and Curse duration.
    
    ===============================================================================
                                     Credits
    ===============================================================================
    
    I would like to thank the following people:
    
    - CzarDragon for compiling various documents which helped me to figure out some
      things faster
    - Everyone at the FF8 Message Boards, especially Vilurum and phiefer3