FINAL FANTASY XII THE ZODIAC AGE

FINAL FANTASY XII THE ZODIAC AGE

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Zodai Feb 11, 2018 @ 1:33pm
Magic Potency in non-magic classes?
I've noticed some license boards have Magic Potency without the class itself having any magic-based attacks. Are these just wasted slots in most cases? If the class doesn't have any magic on its own, what benefit do those give?
Originally posted by Inssengrimm:
here are the formulas.

Strength formula
Used by Swords, Greatswords, Spears, and Crossbows. Damage is reduced by target's Defense, and increased by user's Strength.

{\it DMG} = [{\it AttackPower} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Strength})/256]


Magick Power formula
Used by Katana and Staves. Damage is reduced by target's Defense, and increased by user's Strength and Magick Power.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Magick Power})/256]


Vitality formula
Used by Axes, Hammers, and Hand-bombs. Damage is reduced by target's Defense, increased by user's Strength, Level, and Vitality, and varies more greatly from randomness.

{\it DMG} = [{\it Attack Power} * {\rm Random}(0\sim 1.111) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Vitality})/128]


Speed formula
Used by Daggers, Ninja Swords, and Bows. Damage is reduced by target's Defense, and increased by user's Strength and Speed.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125)]-{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Speed})/218]


Pierce formula
Used by Measures and Guns. Damage is not modified by target's Defense, and varies more greatly from randomness. Unlike other formulas this is not modified by the user's Level.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125)]^2


Mace formula
Used primarily by Maces. Damage is reduced by target's Defense, and increased by user's Magick Power.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [1 +{\it Magick POWER} * ({\it Lv}+{\it Magick Power})/256]


Pole formula
Used primarily by Poles. Damage is reduced by Magick Defense, and increased by user's Strength.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) - {\it Magick Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Strength})/256]


Unarmed formula
Used when unarmed. This formula is the same as the regular Strength formula, however it doesn't add 1 to the Strength stat.

{\it DMG} = [{\it AttackPower} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [{\it Strength} * ({\it Lv}+{\it Strength})/256]
If the user has the Brawler ability (equipped through either owning the Brawler license or with the Amber Armlet), the Attack Power is instead calculated ({\it Lv}+{\it Strength})/2.

Source: http://finalfantasy.wikia.com/wiki/Final_Fantasy_XII_Weapons.
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Showing 1-15 of 17 comments
pozertron Feb 11, 2018 @ 1:38pm 
Some weapons benefit from having high magic power, weapons like Katanas and Maces. It's not stated anywhere but that's how it is.
Zodai Feb 11, 2018 @ 1:58pm 
Originally posted by pozertron:
Some weapons benefit from having high magic power, weapons like Katanas and Maces. It's not stated anywhere but that's how it is.

Is there anywhere like a wiki I could find the specifics of this information?
brizy Feb 11, 2018 @ 2:01pm 
Originally posted by Zodai:
Originally posted by pozertron:
Some weapons benefit from having high magic power, weapons like Katanas and Maces. It's not stated anywhere but that's how it is.

Is there anywhere like a wiki I could find the specifics of this information?
The info actually *is* available in game, but it's hard to find. In the Clan Primier there are tutorials and the one on weapons will break down what's special about each type of weapon. Which stats they use / what defense they target.
hawklaser Feb 11, 2018 @ 2:12pm 
The benefit of magic lore nodes on classes that don't use magic, is for mote usage or abilities like Shades of Black. As motes also use a characters magic stat, same with Shades of black.

Also a few of those jobs do get access to magic depending on esper assignments.
Honorable_D Feb 11, 2018 @ 2:16pm 
Actually that stuff IS in-game.

Clan Primer --> Traveler's Tips --> Arm Thyself!
The author of this topic has marked a post as the answer to their question.
Inssengrimm Feb 11, 2018 @ 2:22pm 
here are the formulas.

Strength formula
Used by Swords, Greatswords, Spears, and Crossbows. Damage is reduced by target's Defense, and increased by user's Strength.

{\it DMG} = [{\it AttackPower} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Strength})/256]


Magick Power formula
Used by Katana and Staves. Damage is reduced by target's Defense, and increased by user's Strength and Magick Power.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Magick Power})/256]


Vitality formula
Used by Axes, Hammers, and Hand-bombs. Damage is reduced by target's Defense, increased by user's Strength, Level, and Vitality, and varies more greatly from randomness.

{\it DMG} = [{\it Attack Power} * {\rm Random}(0\sim 1.111) -{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Vitality})/128]


Speed formula
Used by Daggers, Ninja Swords, and Bows. Damage is reduced by target's Defense, and increased by user's Strength and Speed.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125)]-{\it Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Speed})/218]


Pierce formula
Used by Measures and Guns. Damage is not modified by target's Defense, and varies more greatly from randomness. Unlike other formulas this is not modified by the user's Level.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125)]^2


Mace formula
Used primarily by Maces. Damage is reduced by target's Defense, and increased by user's Magick Power.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [1 +{\it Magick POWER} * ({\it Lv}+{\it Magick Power})/256]


Pole formula
Used primarily by Poles. Damage is reduced by Magick Defense, and increased by user's Strength.

{\it DMG} = [{\it Attack Power} * {\rm Random}(1\sim 1.125) - {\it Magick Defense}] * [1 + {\it Strength} * ({\it Lv}+{\it Strength})/256]


Unarmed formula
Used when unarmed. This formula is the same as the regular Strength formula, however it doesn't add 1 to the Strength stat.

{\it DMG} = [{\it AttackPower} * {\rm Random}(1\sim 1.125) - {\it Defense}] * [{\it Strength} * ({\it Lv}+{\it Strength})/256]
If the user has the Brawler ability (equipped through either owning the Brawler license or with the Amber Armlet), the Attack Power is instead calculated ({\it Lv}+{\it Strength})/2.

Source: http://finalfantasy.wikia.com/wiki/Final_Fantasy_XII_Weapons.
Last edited by Inssengrimm; Feb 11, 2018 @ 2:23pm
hawklaser Feb 11, 2018 @ 3:22pm 
Originally posted by Dr. Dro:
So, let me see, it is a bad idea for me to make a Foebreaker out of Basch because of his low vitality, right? Just as I was about to fully spec him into a melee guy.

He would do just fine as Foebreaker. Str influnces melee damage more than the secondary stat(with the exceptions being Maces which have magic primary, and Guns/Measures which don't use either.

Its really just if your going to min/max that have to worry about the stats.
Hinnyuu Feb 11, 2018 @ 4:52pm 
Originally posted by Dr. Dro:
So, let me see, it is a bad idea for me to make a Foebreaker out of Basch because of his low vitality, right? Just as I was about to fully spec him into a melee guy.
All the differences between characters, be it stats or animation speed, are fairly small overall. While it's definitely a mathematical gain to optimize character choice, in the grand scheme of things it's probably irrelevant as the game isn't nearly difficult enough to truly make those choices matter. Above all else, play what you enjoy; but of course there's also nothing wrong with enjoying optimization for optimization's sake ;)
Inssengrimm Feb 11, 2018 @ 6:20pm 
People likes to max optimization as part of their enjoyment. Others enjoy taking risks and experimenting, this game allows for everything.

Just, dont MCH balthier, god he sucks with guns lmao.
Zodai Feb 11, 2018 @ 6:43pm 
Originally posted by Dr. Dro:
Originally posted by Alexander Dragonfang:
People likes to max optimization as part of their enjoyment. Others enjoy taking risks and experimenting, this game allows for everything.

Just, dont MCH balthier, god he sucks with guns lmao.

I committed this crime

Same. Doesn't he even have a gun to start with??
Inssengrimm Feb 11, 2018 @ 6:45pm 
Originally posted by Zodai:
Originally posted by Dr. Dro:

I committed this crime

Same. Doesn't he even have a gun to start with??

Exactly, and for that reason, the animation of guns for balthier is so detailed and cool, that ends up being the slowest gun animation thus the lowest gun DPS.

Same extends to Fran and bows.

Inssengrimm Feb 11, 2018 @ 6:59pm 
Its all fineee.

You are losing, like, really irrelevant amounts of DPS, like, not even a second between bosses.
Sakhari Feb 11, 2018 @ 7:03pm 
Compared to other, faster characters, last I read, Balthier with a gun will be behind by about 1 shot per 14 fired.

For a non-comboing single shot weapon in a game where 99% of fights don't last anywhere near that long, it's really not worth worrying about. I almost always make Balthier my machinist when I take one just because I like the way he looks while doing it. And it's been fine.

In protracted endgame fights like Yiazmat where the rates might actually make a difference, unless you're playing in weak mode, your gun user isn't likely to be the one doing the heavy lifting anyway.
Last edited by Sakhari; Feb 11, 2018 @ 7:05pm
mayonnegg Dec 31, 2018 @ 9:22am 
Thanks for the forumlae, but I'm gonna admit I'm not 100% sure how to interpret.

As I understand it, +1 attack power will give you the biggest damage boost, right?

But where there's, say, Strength and Magick Power, I don't know if +1 Strength has the same increase as +1 Magick Power.
Last edited by mayonnegg; Dec 31, 2018 @ 9:22am
Hinnyuu Dec 31, 2018 @ 10:20am 
Originally posted by mayonnegg:
Thanks for the forumlae, but I'm gonna admit I'm not 100% sure how to interpret.

As I understand it, +1 attack power will give you the biggest damage boost, right?

But where there's, say, Strength and Magick Power, I don't know if +1 Strength has the same increase as +1 Magick Power.
That depends on the formula in question, but generall yes, +1 STR is usually a greater increase than +1 MAG. However, in practice this is often complicated by the fact that it's rarely a 1 vs. 1 comparison, since MAG tends to be easier to increase than STR.

Note though that some of the formulas ONLY scale with MAG, and not with STR (Maces).
Last edited by Hinnyuu; Dec 31, 2018 @ 10:21am
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Date Posted: Feb 11, 2018 @ 1:33pm
Posts: 17