Damage (FFC)

Creds to Aeri for finding the damage formula. He found it on a fucking calculator. Here you can find the damage formula for FF1 and the accuracy formula for FFC

## Fossil Fighters Champions Damage Formula

### **Damage = {[(Attack + Base Power + Status Effects) \* Attack Support] - (Defense \* Defense Support ± StatusEffects)} \* Random Multiplier \* Element Multiplier \* Range Multiplier \* Critical Hit Multiplier \* Parting Blow Multiplier \* Charge! Multiplier**

**Attack** is the Attack stat of the attacking vivosaur.

**Base Power** is the inherent, hidden value that a move has that dictates how strong it will be independent of the vivosaur's Attack stat.

Example: T-Rex’s Scare Tactics has a total Power value of 166. T-Rex has 99 Attack. Therefore, the Base Power of Scare Tactics is 67. If T-Rex had an Attack stat of 109, the total Power value of Scare Tactics would be 176.
Every individual move has a different base damage.

**Attack Support** is the support effects influencing the attacking vivosaur's Attack stat. What must be made clear is that the total Move Power (Attack + Base Power) value registered in the battle information menu is calculated before attack support is taken into consideration. See notes for more details.

**Defense** is the Defense stat of the defensing vivosaur.

**Defense Support** is the support effects affecting the defending vivosaur's Defense stat.

**Status Effects** can either temporarily boost or diminish Attack or Defense. Status Effects can be conciously applied during the battle by teammates with options such as Harden or by an opponents inclination from options with Enrage, such as Tricera's Triple Threat or DimorphA's Dimorph Somersault.

 Super Enflame
 Harden
 Super Harden
 Enrage
 Super Enrage

**Random Multiplier** is a value ranging from 0.75 to 0.85. All possible random values within the range of 0.75 to 0.85 are all equally likely to be pulled as opposed to the bell curve distribution from FF1.

**Element Multiplier** is dependent on the elemental advantage/disadvantage of the interacting vivosaurs.

 Double Elemental Boost Disadvantage | x0.5

**Range Multiplier** is dependent on the range class of the attacking vivosaur as well as the positional advantage/disadvantage it has relative to the defending vivosaur. Close-Range vivosaurs, Mid-Range vivosaurs, and Long-Range vivosaurs all have different multipliers as well as optimal positions.

 7 tiles away | x0.25

 7 tiles away | x0.5

 7 tiles away | x2

#### Notes:

The total Move Power value conveyed in the battle information menu when attack support is applied is incorrect, as the support effect is only applied to the 'Attack' of 'Attack + Base Power'. The support effect is applied to both 'Attack' and 'Base Power' in the damage calculation when an attack is performed. This means that you must know the unmodified Move Power of a move before support effects are applied if you wish to calculate the damage it would deal. Do not use the number reported in the information menu if attack support is applied to the attacking Vivosaur.

Example: T-Rex's Scare Tactics has a Move Power of 166. With no support applied, the number reported in the menu will be accurate. If a 50% attack support is applied, the game will report the move as having a power of 199 since 67 base power \* 1.5 is 100 + 99 attack = 199. However, the number actually used in the damage calculation is 166 \* 1.5 = 249. The 199 reported in the game is not used and should be ignored.

Scoring Critical Hits inserts [1.5]. Activating Charge! inserts [2.5]. Activating Parting Blow inserts one of [1.5], [2.0] or [3.0]. This value is dependent on which Vivosaur is in question - see more here. If none of these conditions are met, the values count as [1].

Damage is treated as an integer, so decimals are removed: results never round up. This is true in FF1 as well.

The exact effects of Status Effects have yet to be confirmed for FF1, so the values presented here will be assumed unless a confirmation proves otherwise.