SSSSSSSSSSSSSSS                                  EEEEEEEEEEEEEEEEEE
      SS:::::::::::::::S                                 E::::::::::::::::E
     S:::::SSSSSS::::::S                                 E::::::::::::::::E
     S:::::S     SSSSSSS                                 EE:::::EEEEEE::::E
     S:::::S                                               E::::E    EEEEEE
     S:::::S                TATISTIC  MECHANICS  GUID      E::::E
      S::::SSSS                                            E:::::EEEEEEE
       SS::::::SSSSS                                       E:::::::::::E
         SSS::::::::SS       Final Fantasy X SMG v1.0      E:::::::::::E
            SSSSSS::::S    ----------------------------    E:::::EEEEEEE
                 S:::::S       Written By SinirothX        E::::E
                 S:::::S  InfiniteZero000[at]aol[dot]com   E::::E    EEEEEE
     SSSSSSS     S:::::S           And SClemmons         EE:::::EEEEEE::::E
     S::::::SSSSSS:::::S swtzwondrboy20[at]yahoo[dot]com E::::::::::::::::E
     S:::::::::::::::SS                                  E::::::::::::::::E
      SSSSSSSSSSSSSSS                                    EEEEEEEEEEEEEEEEEE

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                               TABLE OF CONTENTS
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

I. COPYRIGHT

II. STRENGTH & DEFENSE
    a) The Physical Formula
    b) 'Base Damage' Reduction
    c) Damage Modifications
    d) Various Notes

III. MAGIC & MAGIC DEFENSE
     a) The Magic Formula
     b) The Healing Formula
     c) Defense & Magic Defense Effects
     d) Damage Modifications

IV. EVASION & ACCURACY
    a) Party's Accuracy Percentage and Accuracy Number Calculation
    d) Specifics of Darkness
    c) Enemies' Accuracy Percentage Calculation
    d) Determining Hit Percentage

V. AGILITY
   a) Determining 'Tick Speed' Using Agility
   b) Initial Counter Value

VI. LUCK
    a) What It Affects
    b) Common Misconception

VII. CONSTANT VALUES     **COMING SOON**
     a) Enemy Attacks
     b) Abilities

VIII. HIT PERCENTAGE     **COMING SOON**

IX. ACKNOWLEDGEMENTS

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                                 I. COPYRIGHT
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

This document is Copyright © 2004; SinirothX. It is my intellectual property,
and is not permitted to be reproduced or distributed at all. I also, as of this
point, will not allow ANY sites (other than the ones who are already listed to
the below) to host this guide on their websites. Also, no one may use this info
in here as a basis for their own FAQ...UNLESS they contact me for permission to
use any of the data contained herein.

Now, here is the list of the only sites which can host this document:
GameFAQs - www.gamefaqs.com
Neoseeker - www.neoseeker.com
IGN - faqs.ign.com

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                            II. STRENGTH & DEFENSE
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

 ___________________________
/  a) The Physical Formula  \
===============================================================================

The following formula is the basis for figuring the damage that will be caused
by a physical attack. Note: this does not just include the 'Attack' command,
but also any other attack with physical properities:

                      [{(Stat^3 ÷ 32) + 32} x DmCon ÷16]

Where...
'Stat' = Strength + Cheer [*]
'DmCon' = Damage Constant [**]

[*] -> The lowest value possible for Str stat is 0, while it can also be
       situated anywhere after that =< 255 [=< is to be read as less than or
       equal to].
[**] -> The 'Attack' command has DmCon of 16. Other attacks have different
        ones which obviously are used to modify the damage done.

So...here is an example using simply the 'Attack' command and an Str stat of
127. Note: Cheer is not in effect.

Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16]
Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16]
Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16]
Step 4 --------------------------------------------------- [{(64011) + 32} x 1]
Step 5 -------------------------------------------------------- [{(64043 x 1)}]
Step 6 ---------------------------------------------------- Base Damage = 64043

However...there is another aspect to take into consideration when determining
final damage, covered in the subsequent subsection.

 ______________________________
/  b) 'Base Damage' Reduction  \
===============================================================================

Note: Magic Defense will have nothing to do with this section. It simply uses
the same formula as Defense, therefore it is at least mentioned.

Putting it more simply, reduction of base damage due to Defense/Magic Defense.
The defensive stat is converted to an integer between 0 and 730 (called
"DefNum"), which is then used to adjust the damage. Terence's formula for
DefNum fits for the high and low Defense values, but it is off by 1 for some of
the middle values.

Now, to figure out the integer for DefNum (briefly mentioned to the above),
you would utilize the following formula.

                        [{(Def - 280.4)^2} ÷ 110] + 16

In that formula, Def = Defense stat.
- Ok, once you have purposively calculated DefNum (using that formula), it is
to be inserted into this Damage formula:

                             [Dmg * DefNum ÷ 730]

Another factor that we cannot disregard when figuring the reduction of base
damage. That, of course, is the Cheer/Focus damage reduction, determined by the
following formula.

                           [Dmg * (15 - Cheer) ÷ 15]

Effect of Defense or Magic Def:
Final Damage = Base Damage * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730

* - substitute MDef for Def accordingly.

Now let's follow these formulae, and formulate them into a flowchart, using the
following example (of course, highly variable), and figure out the Final Damage.
Str = 127, no Cheer, 'Attack' command used, enemy Def = 34.

Starting from the end of last time:
Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16]
Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16]
Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16]
Step 4 --------------------------------------------------- [{(64011) + 32} x 1]
Step 5 -------------------------------------------------------- [{(64043 x 1)}]
Step 6 ---------------------------------------------------- Base Damage = 64043
Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16
Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16
Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16
Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16
Step 11 ------------------------------------------------------------ [550] + 16
Step 12 ---------------------------------------------------------- DefNum = 566
Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730]
Step 14 --------------------------------------------------- [64043 * 566 ÷ 730]
Step 15 ------------------------------------------------------ [36248338 ÷ 730]
Step 16 ------------------------------------------------- Base Damage 2 = 49655
Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730
Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730
Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730
Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730
Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730
Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730
Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730
Step 24 -------------------------------------------------- Final Damage = 38635

 ___________________________
/  c) Damage Modifications  \
===============================================================================

For the below list of modifiers, I will be using 'Base Damage 2' listed above,
and consider it as if it were 'Final Damage.'

-------------------------------------------------------------------------------
| Strength +x% (3%, 5%, 10%, 20%) | 49655 + 3%[1489] = 51144                  |
|---------------------------------| 49655 + 5%[2482] = 52137                  |
| Increases physical damage by x% | 49655 + 10%[4965] = 54620                 |
|                                 | 49655 + 20%[9931] = 59586                 |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Inherent Armor property         | 49655 ÷ 3 = 16551                         |
|---------------------------------|-------------------------------------------|
| Cuts physical damage to 1/3 if  | Note: that Celestial weapons do not deal  |
| attack is not Piercing. Armor   | piercing damage, however, an attack       |
| Break removes Armor reduces Def | performed by an Aeon will indeed be a     |
| to zero.                        | piercing attack.                          |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Defend (Triangle or Sentinel)   | 49655 ÷ 2 = 24827                         |
|---------------------------------|                                           |
| Cuts physical damage by 1/2     |                                           |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Protect                         | 49655 ÷ 2 = 24827                         |
|---------------------------------|                                           |
| Cuts physical damage by 1/2     |                                           |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Power Break                     | 49655 ÷ 2 = 24827                         |
|---------------------------------|                                           |
| Cuts physical damage by 1/2     |                                           |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Defense +x% (3%, 5%, 10%, 20%)  | 49655 - 3%[1489] = 48166                  |
|---------------------------------| 49655 - 5%[2482] = 47173                  |
| Decreases physical damage by x% | 49655 - 10%[4965] = 44690                 |
|                                 | 49655 - 20%[9931] = 39724                 |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Cheer                           | First Use: 49655 - 3310 = 46345           |
|---------------------------------| Second Use: 49655 - 4137 = 45518          |
| Cuts damage that defense is     | Third Use: 49655 - 5517 = 44138           |
| considered in by 1/15th each    | Fourth Use: 49655 - 8275 = 41380          |
| time (note: can be used 5 times)| Fifth Use: 49655 - 16551 = 33104          |
-------------------------------------------------------------------------------

*********************************************************
* Celestial Modifiers (applies to physical damage only) *
*********************************************************

-------------------------------------------------------------------------------
| For Caladbolg, World Champion, Spirit Lance and Godhand                     |
|-----------------------------------------------------------------------------|
| (10 + [100 * User's current HP ÷ User's Max HP]) ÷ 110                      |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| For Nirvana and Onion Knight                                                |
|-----------------------------------------------------------------------------|
| (10 + [100 * User's current MP ÷ User's Max MP]) ÷ 110                      |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| For Masamune                                                                |
|-----------------------------------------------------------------------------|
| (130 - [100 * Auron's current HP ÷ Auron's Max HP]) ÷ 60                    |
-------------------------------------------------------------------------------

* Multiply modifiers together to get final result (but add together all
Strength/Defense +x% modifiers before mutliplying).

 ____________________
/  d) Various Notes  \
===============================================================================

Thanks to many on the FFX message board for this:

Note that unlike the previous modifiers, Cheer does not apply to physical type
damage specifically - it applies to anything affected by Defense. Many people
assume anything that uses Strength is physical, but this is not so. (Note the
"physical" formula" is not exclusively used for "physical" damage). There are
many litmus tests for physical, but the simplest is probably that if Protect
affects it, then it's physical. In most cases physical attacks and Strength-
based attacks are the same but there are many exceptions (overdrives never do
physical damage).

This means that Cheer will work against non-physical attacks like overdrives
(e.g. Triumphant Grasp) but not physicals that ignore Defense
(e.g. Fangs of Chaos). Similarly, all the other modifiers will work against
physicals that ignore Defense (even Defense +x%), but not against non-physicals,
even if they are affected by Defense.

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                          III. MAGIC & MAGIC DEFENSE
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

 ________________________
/  a) The Magic Formula  \
===============================================================================

The following formula is the basis for figuring the damage that will be caused
by a magical attack:

                    [DmCon * ([Stat ^ 2 ÷ 6] + DmCon) ÷ 4]

Where...
'Stat' = Magic + Focus [*]
'DmCon' = Damage Constant [**]

[*] -> The lowest value possible for Mag stat is 0, while it can also be
       situated anywhere after that =< 255 [=< is to be read as less than or
       equal to].
[**] -> All magics have what is called a Damage Constant. It's a constant value
        used in the formula and adjusts the amount of damage said magic will
        do.

So...here is an example of using Fira with 255 Magic. Note: Focus is not in
effect.

Step 1 --------------------------------- [DmCon * ([Stat ^ 2 ÷ 6] + DmCon) ÷ 4]
Step 2 ------------------------------------------ [24 * {[255^2 ÷ 6] + 24) ÷ 4]
Step 3 ------------------------------------------ [24 * ([65025 ÷ 6] + 24) ÷ 4]
Step 4 ------------------------------------------------ [24 * (10837 + 24) ÷ 4]
Step 5 ----------------------------------------------------- [24 * (10861) ÷ 4]
Step 6 ----------------------------------------------------------- [260676 ÷ 4]
Step 7 ---------------------------------------------------- Base Damage = 65169

However...there is another aspect to take into consideration when determining
final damage, covered in the subdivision 'c)' of this section titled 'Defense &
Magic Defense Effects.'

 __________________________
/  b) The Healing Formula  \
===============================================================================

The following formula is the basis for figuring the amount of HP that would
be recovered should you choose to utilize a healing spell (such as Curaga)
during battle, should situations become dire.

                         HlCon * [(Stat + HlCon) ÷ 2]

Where...
'Stat' = Magic + Focus [*]
'HlCon' = Healing Constant [**]

[*] -> The lowest value possible for Mag stat is 0, while it can also be
       situated anywhere after that =< 255 [=< is to be read as less than or
       equal to].
[**] -> All healing magics have what is called a Damage Constant. It's a
        constant value used in the formula and adjusts the amount of health
        said magic will cure.

So...here is an example of using Curaga with 240 Magic. Note: Focus is not in
effect.

Step 1 ------------------------------------------- HlCon * [(Stat + HlCon) ÷ 2]
Step 2 -------------------------------------------------- 80 * [(240 + 80) ÷ 2]
Step 3 ------------------------------------------------------- 80 * [(320) ÷ 2]
Step 4 ----------------------------------------------------------- 80 * [(160)]
Step 5 -------------------------------------------------- Base Recovery = 12800

 ________________________________________
/  c) Defense & Magic Defense Reduction  \
===============================================================================

Note: Defense is completely irrelevant in this section. However, it does use
the same formula, therefore it's at least given a mention.

Putting it more simply, reduction of base damage due to Defense/Magic Defense.
The defensive stat is converted to an integer between 0 and 730 (called
"MDefNum"), which is then used to adjust the damage. Terence's formula for
DefNum fits for the high and low Defense values, but it is off by 1 for some of
the middle values.

Now, to figure out the integer for DefNum (briefly mentioned to the above),
you would utilize the following formula.

                        [{(MDef - 280.4)^2} ÷ 110] + 16

In that formula, Def = Defense stat.
- Ok, once you have purposively calculated DefNum (using that formula), it is
to be inserted into this Damage formula:

                             [Dmg * MDefNum ÷ 730]

Another factor that we cannot disregard when figuring the reduction of base
damage. That, of course, is the Cheer/Focus damage reduction, determined by the
following formula.

                           [Dmg * (15 - Cheer) ÷ 15]

Effect of Defense or Magic Def:
Final Damage = Base Damage * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730

* - substitute MDef for Def accordingly.

Now let's follow these formulae, and formulate them into a flowchart, using the
following example (of course, highly variable), and figure out the Final Damage.
Mag = 255, no focus, Ultima is used, enemy MDef = 1 (we're not picking up where
we left off in 'The Magic Formula' this time):

Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4]
Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4]
Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4]
Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4]
Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4]
Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999]
Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16
Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16
Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16
Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16
Step 11 ------------------------------------------------------------ [709] + 16
Step 12 --------------------------------------------------------- MDefNum = 725
Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730]
Step 14 --------------------------------------------------- [99999 * 725 ÷ 730]
Step 15 ------------------------------------------------- Base Damage 2 = 99314
Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730
Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730
Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730
Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730
Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730
Step 21 -------------------------------------------------- Final Damage = 98633

Please, note: Nova possesses base 70 and does Magic damage, however it uses the
physical damage formula.

 ___________________________
/  d) Damage Modifications  \
===============================================================================

-------------------------------------------------------------------------------
| Magic Booster                      | 3542 ÷ 2 = 1771                        |
|------------------------------------|                                        |
| Increases magical damage by 1/2    |                                        |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Strength +x% (3%, 5%, 10%, 20%) | 3542 + 3%[106] = 3648                     |
|---------------------------------| 3542 + 5%[177] = 3719                     |
| Increases physical damage by x% | 3542 + 10%[354] = 3896                    |
|                                 | 3542 + 20%[708] = 4250                    |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Shell                           | 3542 ÷ 2 = 1771                           |
|---------------------------------|                                           |
| Cuts magical damage by 1/2      |                                           |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Mental Break                    | 3542 ÷ 2 = 1771                           |
|---------------------------------|                                           |
| Cuts magical damage by 1/2      |                                           |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| MDefense +x% (3%, 5%, 10%, 20%) | 3542 - 3%[106] = 3436                     |
|---------------------------------| 3542 - 5%[177] = 3365                     |
| Decreases magical damage by x%  | 3542 - 10%[354] = 3188                    |
|                                 | 3542 - 20%[708] = 2834                    |
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
| Focus                           | First Use: 3542 - 236 = 3306              |
|---------------------------------| Second Use: 3542 - 295 = 3247             |
| Cuts damage that MagicDefense is| Third Use: 3542 - 393 = 3149              |
| considered in by 1/15th each    | Fourth Use: 3542 - 590 = 2952             |
| time (note: can be used 5 times)| Fifth Use: 3542 - 1180 = 2362             |
-------------------------------------------------------------------------------

Mental Break reduces Magic Def to 0. Note magical "damage" includes healing.
Like with physicals, "magical" damage applies only to stuff affected by Shell,
not stuff affected by Magic Def in general. So Fury does not do magical damage.

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                            IV. EVASION & ACCURACY
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

Suppose that there is an integer called Accuracy%. This is the percentage
chance of an attack hitting the target, considering only Accuracy and Evasion.
Accuracy% is calculated in different ways for "character attacks" (made by
your party) and "monster attacks" (made by the enemy).

For character attacks, the game makes an intermediate calcluation of an
integer that we'll call "AcNum":

AcNum = [AttackerAccuracy * 0.4 - TargetEvasion + 9]

"AcNum" is then converted to Accuracy% using the following schedule:

AcNum.......................Accuracy%
0 or less..........................25
1-2................................30
3-4................................40
5..................................50
6..................................60
7..................................80
8 or greater......................100

One thing that should be majorly noted about that list. Say a character is
AcNum 7, but is currently augmented by Darkness. Normally, you'd think their
Acc% would be 80...however, with the affliction of Darkness it becomes 10
automatically. This is the same with all AcNums..if a character experiences
Darkness, their Acc% is right away 10 until Darkness is dispelled, and then
once again becomes normal.

For monster attacks, the calculation of Accuracy% is a bit simpler:

                  Accuracy% = (SkillAccuracy - TargetEvasion)

Where...
SkillAccuracy -> An integer based on an enemy's attack.

Under whichever insinuendo, enemy or character, at this point, Accuracy% has
been calculated

Hit% = Accuracy% + AttackerLuck - TargetLuck

Where...
'Hit%' = the chance of the attack hitting.

Note that if an enemy has 111+ Evasion, your Accuracy is irrelevant, your base
chance of hitting will never be better than 25% before Luck is considered (the
main reason why more Luck can be totally different from more Accuracy).

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                                  V. AGILITY
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

 _____________________________________________
/  a) Determining 'Tick Speed' Using Agility  \
===============================================================================

First, you must be introduced to what Tick Speed is:

From Terence's mechanics data:

"The CTB system works on a system of clock ticks, very similar to FFT. There
are, of course, differences....
Each monster and party member have a counter. Every tick, this counter reduces
by 1. At that point, anyone whose counter has dropped to 0 may take their next
turn. It is not currently known exactly how the game resolves multiple
characters reaching 0 at the same time.
In addition to the counter, every battle object has a tick speed. This is an
integer worked out from the character's Agility. Any action you take will be a
multiple of this tick speed.
When a turn is taken, it sets the counter to a value related to your tick speed
and the ability used. Each ability has a Rank that designates exactly how fast
the ability is. Lower ranked abilities take less time than higher ranked
abilities, and the progression is linear: a Rank 8 ability will take eight
times as long to recover from as opposed to a Rank 1 ability.
The CTB window shows the next 16 turns that will be taken, in whatever order.
It assumes that each character, when their next turn comes up, will select a
Rank 3 move. Rank 3 is the default speed for any ability. Furthermore, the bar
next to each character's 'turn' represents how many ticks away it is. With no
bar showing, the turn is to be taken during the current tick. A full bright
pink bar represents a turn 20 ticks away, and for each further color that is
filled, another 20 ticks is added on. A full bar of the darkest color
represents a turn that is 60 or more ticks away.
Because of all this, there are very few formulas required to explain all this.
We'll cover the most important one now: what the counter is set to when you
take a turn.
The exact value is:
Counter = [Tick Speed*Rank*Haste Status]
...where Rank refers to the Rank of the ability used, and Haste Status is
either 1/2 for Haste, 1 for Normal and 2 for Slow. Keep in mind that when under
Haste status, your Counter will be rounded up if a fraction remains. This often
results in abilities with odd-numbered Ranks used by characters with
odd-numbered tick speeds being recovered from slightly faster than usual.
Casting Haste and Slow also changes the current Counter. A successful casting
of Haste on a character will halve their current Counter while rounding down,
regardless of whether they were Slowed or not beforehand. The opposite happens
with Slow; their Counter will be doubled regardless of whether they were in
Haste or not. Also note that Dispelling either Haste or Slow will *NOT* change
their Counter. Their Counter will continue to descend at the same high or low
value until their next turn."

Now, here's a chart relating Agility to Tick Speed:
------------------------+-------------------------+--------------------------
Agi        = Tick Speed | Agi        = Tick Speed | Agi        = Tick Speed
------------------------+-------------------------+--------------------------
170 -  255   = 3        | 19  -  22    = 10       | 4            = 20
------------------------+-------------------------+--------------------------
98  -  169   = 4        | 17  -  18    = 11       | 3            = 22
------------------------+-------------------------+--------------------------
62  -  97    = 5        | 15  -  16    = 12       | 2            = 24
------------------------+-------------------------+--------------------------
44  -  61    = 6        | 12  -  14    = 13       | 1            = 26
------------------------+-------------------------+--------------------------
35  -  43    = 7        | 10  -  11    = 14       | 0            = 28
------------------------+-------------------------+--------------------------
29  -  34    = 8        | 7   -  9     = 15       | *************************
------------------------+-------------------------+--------------------------
23  -  28    = 9        | 5   -  6     = 16       | *************************
------------------------+-------------------------+--------------------------

 ____________________________
/  b) Initial Counter Value  \
===============================================================================
(Thanks to jobber2022497 for posting this info and allowing me to use it)

The first has to do with the Counter value assigned to each participant at the
start of battle. We'll call this number "Inital Counter Value", or ICV for
short. You may have noticed that the ICV for a given character (without
Haste) is approximately [Tick Speed * 3]. For quick reference, here's the
list of Tick Speed values for each range of Agility:

Agi --------------------------------------------------> TS

0 ----------------------------------------------------> 28
1 ----------------------------------------------------> 26
2 ----------------------------------------------------> 24
3 ----------------------------------------------------> 22
4 ----------------------------------------------------> 20
5~6 --------------------------------------------------> 16
7~9 --------------------------------------------------> 15
10~11 ------------------------------------------------> 14
12~14 ------------------------------------------------> 13
15~16 ------------------------------------------------> 12
17~18 ------------------------------------------------> 11
19~22 ------------------------------------------------> 10
23~28 ------------------------------------------------> 9
29~34 ------------------------------------------------> 8
35~43 ------------------------------------------------> 7
44~61 ------------------------------------------------> 6
62~97 ------------------------------------------------> 5
98~169 -----------------------------------------------> 4
170~255 ----------------------------------------------> 3

In Pre-emptive Strikes and Ambushes, the ICVs of the disadvantaged side
are indeed set to [TickSpeed * 3].

However, in a normal start, [TickSpeed * 3] is only the maximum ICV possible
for characters and the minimum ICV possible for monsters.

For characters, the range of possible ICVs varies greatly within each Tick
Speed. In contrast, monsters have only one ICV range per Tick Speed.

Here is the list of relevant Agility groupings (left column), their
corresponding characater ICV ranges (right column), and monster ICV ranges
("M" entries) in a normal start:

Agi------------------------------------ICV

1---------------------------------------83~84
M: 84~93
2---------------------------------------77~78
M: 78~86
3---------------------------------------71~72
M: 72~80
4---------------------------------------59~60
M: 60~66
5---------------------------------------47~48
6---------------------------------------46~48
M: 48~53
7---------------------------------------44~45
8---------------------------------------43~45
9---------------------------------------42~45
M: 45~50
10---------------------------------41~42
11---------------------------------40~42
M: 42~46
12---------------------------------38~39
13---------------------------------37~39
14---------------------------------36~39
M: 39~43
15---------------------------------35~36
16---------------------------------34~36
M: 36~40
17---------------------------------32~33
18---------------------------------31~33
M: 33~36
19---------------------------------29~30
20---------------------------------28~30
21---------------------------------27~30
22---------------------------------26~30
M: 30~33
23---------------------------------26~27
24---------------------------------25~27
25---------------------------------24~27
26---------------------------------23~27
27---------------------------------22~27
28---------------------------------21~27
M: 27~30
29---------------------------------23~24
30---------------------------------22~24
31---------------------------------21~24
32---------------------------------20~24
33---------------------------------19~24
34---------------------------------18~24
M: 24~26
35---------------------------------20~21
36---------------------------------19~21
37---------------------------------18~21
38---------------------------------17~21
39---------------------------------16~21
40---------------------------------15~21
41---------------------------------14~21
42---------------------------------13~21
43---------------------------------12~21
M: 21~23
44~45------------------17~18
46~47------------------16~18
48~49------------------15~18
50~51------------------14~18
52~53------------------13~18
54~55------------------12~18
56~57------------------11~18
58~59------------------10~18
60~61------------------9~18
M: 18~20
62~65------------------14~15
66~69------------------13~15
70~73------------------12~15
74~77------------------11~15
78~81------------------10~15
82~85------------------9~15
86~89------------------8~15
90~93------------------7~15
94~97------------------6~15
M: 15~16
98~105----------------11~12
106~113---------------10~12
114~121---------------9~12
122~129---------------8~12
130~137---------------7~12
138~145---------------6~12
146~153---------------5~12
154~161---------------4~12
162~169---------------3~12
M: 12~13
170~185---------------------8~9
186~201---------------------7~9
202~217---------------------6~9
218~233---------------------5~9
234~249---------------------4~9
250~255---------------------3~9
M: 9~10

Each single-spaced block of entries represents a distinctive Tick Speed. To
get a monster's ICV range, find its Agility stat and look for the "M" entry
directly below it. For example, Vorban (33 Agility) has an ICV range of 24~26.

Of course, character ICV is halved with [Auto-Haste]. Note that 0 Agility is
not covered by Ultimania; the only known 0 Agility unit in the game is Magic
Urn, and it never gets a proper turn.

So that's it for the first issue of this topic. Scroll down for the next
part. (I promise that it will be shorter!)

As you might already know, a few of the game's monsters will do something
immediately after they appear, regardless of "Pre-emptive Strike"/normal
start/"Ambush" or Agility. For lack of anything better to call them, I've
named such occurences "immediate actions", and they are the second subject
of this topic. Examples of them include Yunalesca[3]'s Mega Death and
Varuna's Haste (when Varuna is encountered outside the Arena).

Immediate actions that are done at the start of battle occur one tick before
Pre-Emptive Strike/[First Strike]/Ambush turns are resolved. Character counters
are not reduced during this tick, but the immediately-acting monster's Counter
is reduced.

In other words, when Kottos (Tick Speed 7) starts the battle by preparing its
counterattack, its Counter is reset to 21, but the Counter goes down to 20
before the characters can take [First Strike]/Pre-emptive Strike turns (it will
be 16 by the time that a 170 Agility + [Auto-Haste] character gets his/her first
turn).

I have not done any thorough testing with it yet, but it seems that immediate
actions cancel out the "Monster Counter -> 0" property of Ambush (at least
with Kottos).

Ultimania Omega has a table that looks like a list of battle-opening
immediate actions, but I do not know enough Japanese to read it all (yet).

* - I've only tested this in battles with a single enemy, so I cannot say if
this holds true for multiple enemies in a battle in which only one enemy has
an immediate action.

Monster ICV's appear to range from, yes, 3x Tick Value to [10*TV÷9] inclusive,
in all cases.

Party ICV's... they appear to depend on how much Agi you have over the base
value. For TVs 7+, it's a simple 1-to-1 basis (if MinAgi is the minimum Agi
required to get a particular TV, then your ICV = (3*TV - 1 - (Agi-MinAgi)) to
(3*TV)).

Below that, though, the range uses a power of 2, transforming the formula to:
ICV = (3*TV - 1 - [(Agi-MinAgi)÷(2^(7-TV))]) to (3*TV)

Slow merely doubles the Tick Counter; it doesn't change Tick Speeds.

And I note I listed [10*TV÷9] for monsters end value, which is clearly
incorrect: I meant [30*TV÷9] or [10*(3*TV)÷9].

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                                   VI. LUCK
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

 ______________________
/  a) What It Affects  \
===============================================================================

Luck only factors in to three things, which are as follows:

1. Critical Hit Rate -> formula coming soon
2. Your odds of hitting an enemy -> more info coming soon
3. The odds of an enemy hitting you -> more info coming soon

 ___________________________
/  b) Common Misconception  \
===============================================================================

1. Luck does NOT affect your stealing rate. For every steal you have a 1/2
chance of the last turn you stole to steal:

First Turn - 100%     | Second Turn - 50%    | Third Turn - 25%
Fourth Turn - 12.5%   | Fifth Turn - 6.25%   | Sixth Turn - 3.125%
Seventh Turn - 1.5625%| Eighth Turn - .78125%| Ninth Turn - .390625%

Etc., etc.

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                             VII. CONSTANT VALUES
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

COMING SOON!!!

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                             VIII. HIT PERCENTAGE
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

COMING SOON!!!

===============================================================================
```````````````````````````````````````````````````````````````````````````````
                             IX. ACKNOWLEDGEMENTS
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
===============================================================================

This is where I pay tribute to those who've helped us out in the making of this
FAQ. We'd like to thank the following...

+- jobber2022497 -+ For posting ICV information on the FFX board.
+- Theoden -+ For many knowledgeable posts and for various pieces of
information here and there.
+- Thundaka -+ For clarifying that Luck also affects the odds of an enemy
hitting you.
+- Terence -+ His information on Tickspeed and various stat formulas proved
invalueable in the making/writing of this FAQ.
+- Masamune3 -+ For help in the past and for being a great guy.
+- Lord Skylark -+ Scanning the Ultimania pages.
+- Split Infinity -+ For helping me in the past with a question I had about
Luck.
+- Ultimania series -+ This is where it's at. Arguably the most useful and
detailed FFX source in the world. They've provided an insane amount of detail
to me.

Want to get on this list? Want to be famous? Heh, just submit information that
is NOT already included in this guide and you'll be put on here. Another way?
Well, you could always correct a mistake we might've made throughout the FAQ.
Thanks. Over and out.

xX End of File Xx