Here you’ll find all formula as found in the game
Magic
Classic
\[\text{Damage} =\left (\text{AttackerMag} + \text{Power} \right) \times \frac{265 - \text{TargetSpr}}{4} \times \frac{\text{Power}}{256} \times \frac{[0..32] + 240}{256}\]Demi, Percent
\[\text{Damage} = \frac{\text{AttackPower} \times \text{TargetCurrentHP}}{16}\]Demi power = 4
Percent = 15
GF
Classic damage:
\[\text{Damage} = \left (\text{LevelMod} \times \frac{\text{Level}}{10} + \text{Power} + \text{PowerMod} \right) \times \frac{265 - \text{TargetSpr}}{8} \times \frac{\text{Power}}{256} \times \frac{\text{Boost}}{100} \times \frac{100 + \text{SummonMagBonus}}{100} \times \frac{[0..32] + 240}{256}\]Modifiers
Monsters
If monster: Damage = Damage / 2
Elem
If elem: Damage = Damage * (900 - ElemDef) / 100
Protective magic:
If Shell: Damage = Damage / 2
Diablos
\(\text{Damage} = \frac{\text{TargetMaxHP} \times \text{Level}}{\text{PowerMod} - \text{LevelMod} + 100}\)
Diablos PowerMod = 0
Diablos LevelMod = 0
Cactuar
\[\text{Damage} = 1000 \times \left(\frac{\text{AttackPower} \times \text{GFLevel}}{1000} + 1\right)\]Cactuar AttackPower = 90
Moomba
\[\text{Damage} = TargetCurrentHP - 1\]Angelo recover
\[\text{DamageHeal} = \frac{Power \times TargetMaxHP}{16}\]Item
Curative item
\[\text{DamageHeal} = 50 \times Powers\]Magic
Curative magic
\[\text{DamageHeal} = \text{Power} \times \frac{\text{Power} + \text{AttackerMagic} }{2} \times \frac{[0..32] + 240}{256}\]Protective magic:
If Shell: DamageHeal = Damage / 2
Blue magic
White wind
\[\text{DamageHeal} = \text{QuistisMaxHP} - \text{QuistisCurrentHP}\]Physical
Compute crit
v1 = 255 * (RELATED_TO_CRIT_BONUS + (unsigned __int8)BCI_LUCK[208 * p_attacker_slot_id]) / 255;