Hit ( term ) Hit is a recurring term in the " Final Fantasy " series . First appearing in the original " Final Fantasy " , Hit tells the player how many times a unit strikes the enemy on their turn . Each hit inflicts a certain amount of damage , but the damage is tallied up and the total amount of damage is shown on the screen at the end of the unit ' s turn . The hit count is usually increased by Haste . Appearances . " Final Fantasy " . The higher Accuracy of a unit will cause it to obtain more hits , and units in the first two positions will have a greater hit ratio . " Final Fantasy II " . The weapon skill level determines how many chances a character has to strike an enemy . Accuracy determines how likely an attack is to hit , and the target ' s Evasion stats determine how many hits it can avoid and the chance of each evasion attempt succeeding . There is a minor bug in later versions that can give inaccurate numbers of weapon hits when a shield is also equipped . " Final Fantasy III " . Again , higher Accuracy will cause more hits , and using different types of weapons will also differ the hit count . " Final Fantasy IV " . There is no visual numerical counter that appears during battle , but the number of hits is use for the Arrow and Harp upon hitting an enemy . The number of hits is related to the Attack Multiplier a character has . Rosa using the Aim command will ensure that the number of hits will be equal to her Attack Multiplier , regardless of the accuracy or hit rate of the current bow she has equipped . The number of hits is the number of arrows or music notes that appears on the monster . It should be noted that the maximum Attack Multiplier a character can have is 19 , so that is how many the player can see on the target . " Final Fantasy IV - Interlude - " . Hit returns in the sequel to " Final Fantasy IV " , and works the same way as it did in the previous game . Hit functions the same way as has its predecessors . " Final Fantasy XII " . A character using a melee weapon can hit the foe multiple times on their turn . Enemies can also combo their physical attacks . Each combo hit takes about 0 . 5 seconds to execute and the combo stops when the opponent dies . Ranged weapons can ' t do hit combos , but they can do critical damage instead , and some weapons can ' t do either . Each weapon has its own Hit Combo rate , usually determined by the weapon type . Espers ' regular attacks never deal combos or critical hits . The accessory Genji Gloves boosts the chance of performing a hit combo ; the values below are multiplied by 1 . 8 with Genji Gloves equipped ; without the Genji Gloves , the values are multiplied by 0 . 7 . The above numbers tell the chance of a hit combo happening , but don ' t deal with the actual number of hits . When a character ' s HP is low the chance of performing a combo remains the same , but the number of hits in a combo increases . The number of hits rises when the character ' s HP is very low . The player can exploit this by purposely lowering a character ' s HP to below 6 . 25 % of their maximum before a battle , equip a high - combo weapon and Genji Gloves , and open a battle with a long chain of combos . The strategy can be enhanced by having another character with Lure to attract the enemies ' attacks . " Bravely Default " . The hit count for attacks depends on the character ' s AGI . For every ten points of AGI a character has , they gain the possibility to add one more hit to their attack , increasing the damage dealt . For standard attacks , a hit can miss if the user ' s accuracy isn ' t high enough , or the enemy ' s evade is too high . However , for physical abilities , only the maximum amount of hits possible is taken into account for damage . The hit system functions the exact same as in the previous game . " Final Fantasy All the Bravest " . The Onion Knight uses the Hit system during battle . The more hits he does , the more damage he does . A greater amount of hits also increases how quickly his ATB gauge fills ; for example , getting 1 Hit makes it charge very slowly , but getting the maximum of 16 hits makes his next turn come nearly instantly .