Combat

Stats
Hit points (HP)

Strength (STR)

Agility (AGI)

Intelligence (INT)

Vitality (VIT)

Luck (LCK)

base Hit% (hit%) = modified by weapons

critical hit % (crit%) =

Damage (DMG) = Weapon attack + STR*

Absorb (ABS) = Sum of armor

Evade% (ev%) = 24% + AGI* - armor weight

Magic Defense (MDEF)

Spell slots (MP)

* FF1 rolls 200%, so the listed value should be divided by 2 if using their data

Combat formula
Hit: 84% + hit% - target's ev%*

if *this* roll is under crit% => crit

Damage formula
Number of hits = hit% / 32

hit x (DMG x (1~2) - ABS (min1)) (calculated separately per hit)

critical: hit x (2 x DMG x (1~2) - ABS (min1))

Weak to element: DMG+4

Strong to element: DMG-4

Status formula
Hit chance: 50% - MDEF* (min 1%)

With status resistance: 1%

Spell formula
hit: 84% + spell's hit% - target's MDEF*

hit (strong against element): 0.5% + spell's hit% - target MDEF*

Damage: per spell (+50% if weak against element, -50% if strong)

On miss: half damage, no status

Initiative
Initiative = leader's (AGI + LCK) /8

Ambush/Preemptive chance = 100% + Initiative - monster's surprise factor

Mosts monsters have a surprise factors of 4; special groups have factors of 27/30/33/55/75/90

Running away
25% by character who selected "run away"

Monsters run away if their (morale - (group total level /2) + 0~50) is over 80

Morale seems to be between 100 and 200

Monster's action
- Check if running chance

- if not, roll on its chance to cast spells (ex: WIZ has 56% fireball chance)

- if not, roll on its chance to cast skills (ex: THIEF has 30% "use poison" chance)

- if not, standard attack