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Magic Evasion is a recurring statistic in the Final Fantasy series. It is similar to its counterpart stat Evasion, but instead of working against physical attacks, works against magical attacks, and at a much lesser rate in terms of avoiding damage.
- See also: Evasion.
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Magic Evasion is an equipment statistic.
In the pre-Nintendo DS versions there are two statistics which determine whether a spell will be a hit or a miss; the spell hit rate, and the target's Magic Evasion. Each spell has its own base hit rate. Some spells have 100% hit rate, such as curative spells, but some, especially the status effect inflicting spells, have lower hit rates. Spells cast via weapons/items ignore the spell's hit rate.
There are ways to affect a spell's base hit rate. A bonus to hit rate is given to based on the stat the spell is powered by,
If the caster is afflicted with Blind, the spell's base hit rate is halved.
The spell's hit rate is boosted by 25% if the caster is in "Slot 1". For the characters, it is the middle slot. For monsters, it is the front most spot, but can change as they are killed. Bosses by default are in the front most spot, so always get the boost.
Another factor that affects whether a spell will hit or not is the Magic Evasion. The characters have a base Magic Evasion value, which is + Magic Evasion from equipment.
In the Nintendo DS version, characters can no longer evade spells that deal damage, but is the rate the characters can evade being inflicted by a status.
Magic Evasion returns in the sequel to Final Fantasy IV, and works the same way as it did in that game.
Magic Evasion is calculated the same way as has its predecessors, meaning that magic evasion is determined by the armor the character has equipped.
Some spells always hit, and curative and buffing spells always hit when targeted at party members. Offensive spells' accuracy is decided by the caster's Spell Hit % and the target's Magic Evasion %. When the player equips the Aegis Shield they have a random chance of evading a spell, which is separate from their actual Magic Evasion statistic.
If the spell is multitargeted the Spell Hit% is halved. Spells that are naturally multitarget do not suffer the penalty. If the target has Shell, the Spell Hit% is also halved, and if the target is a Toad its Evade % is reduced to 0.
The game generates two random numbers between 0 and 99.
- If N1 >= Hit%, the spell misses
- If N2 < Evade%, the spell misses
In other words, even if the target does not evade the attack, the attacker can still miss.
Due to a bug in the game coding, Magic Evasion affects both evasion to magical attacks and evasion to physical attacks, and the regular Evasion stat does nothing. Magic Evasion is an equipment statistic, but most equipment don't offer any Magic Evasion. The best equipment pieces for Magic Evasion are the Force Shield (50%) and the Force Armor (30%).
Most spells use the following formula to decide if a spell hits or not:
The Evasion can be a value between 1-255; if, from the above formula, it comes to less or more, it is set to 1 or 255, respectively.
If the spell hits.
If the target has Invisible status, any spell will always hit. This creates the famous glitch where Invisible targets lose their immunity to instant death. Some spells are also unblockable, such as Quake, although the party can use Float to immunize themselves. If the target is afflicted with Sleep, Petrify, Freeze or Stop attacks always hit. Targets can be hit 100% of the time with physical attacks when hit from the back, but this doesn't work for magical attacks. Spells auto-cast from weapons can't be evaded, such as how Ragnarok randomly casts Flare.
A spell will hit its target 100% of the time under any of the following conditions:
- The hit rate of the spell is 255
- The spell is of an element to which the target is immune or absorbs
- The target has Reflect status and the spell can be Reflected
- The spell does not inflict a status ailment and the target already has any of the following statuses: Sleep, Confusion, Stop, Paralyze, Petrify, or Death.
If none of the above conditions apply, the party member's chance of evading a magical attack is simply the Magic Defense % listed on his or her armor. Note that even if the character does not evade the spell, the caster still has a chance to miss.
Although Magic Evasion is not a statistic in Final Fantasy IX, spells can still miss their target; their accuracy is decided by the spell itself and they are as follows:
Matra Magic: 20
Mustard Bomb: 30
Bad Breath: 40
Aqua Breath: 50
Magic Evasion is a concept in Final Fantasy XI. It is a (hidden) stat that controls the ability to resist a magical spell, similar to how Evasion controls the ability to evade physical attacks. Very few equipment grant magic evasion; it's generally only increased by certain spells (e.g. "Bar-" spells).
Magic Evasion is a shield statistic, however, only three shields in the game have any Magic Evasion. The evasion chance can be boosted further by purchasing Shield Block augments on the License Board (each augment adds +5% to shield evasion) and by equipping the Gauntlets accessory. The best bosses in the game, however, such as Zodiark and Yiazmat, ignore shield evasion. One can't evade attacks while fleeing. Magick Evasion does not block status effect spells, such as Poison.
Magic Evasion is a stat in Final Fantasy XIV that controls the ability to resist a spell, as well as attacks and weaponskills with elemental properties. It can be increased only via the use of certain Materia and equipment; Only resists against spells are clearly displayed on the damage log with the message "(Player) partially resists (enemy)'s (ability)".
Resists may reduce damage by 25, 50 or 75%. With high enough MEVA in comparison to the enemy' magic accuracy, it's possible to always resist spells by at least 25%. It has been noted that notorious monsters usually have high magic accuracy and require very high MEVA for resists to happen. Certain abilities cannot be resisted at all.
Magic Evasion is not affected by direction of any unit. Magic evasion is determined by this equation:
This applies to most magic attacks, whether they are status-inducing or damage-causing. Also, a unit will not try to evade attacks that are curative or that add helpful status. However, these can still miss based on a target's Zodiac Compatibility, and on the Faith scores of the caster and target.
|Ability Points - Accuracy - Bravery - Charge Time - Clan Points - Defense - Evasion - Experience Points - Health Points - Intelligence - Jump - Level - Luck - Magic Defense - Magic Evasion - Magic Points - Magic Power - Mind - Move - Speed - Spirit - Stamina - Strength - Use - Vitality|
|Before Crisis -Final Fantasy VII-|
|Crisis Core -Final Fantasy VII-|
|Final Fantasy XI|
|Charisma - Fame - Magic Accuracy - Tactical Points|
|Final Fantasy XII|
|Final Fantasy XIII|
|Final Fantasy Tactics|
|Bravery - Faith|
|Final Fantasy Tactics Advance|
|Min-Maxing - Stat Growth|