# Stats

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 Cid: Oh, shut up and help me remodel the Stats page! Please expand this article into a full one. This can be done by Adding statistic information per game if possible. This request can be discussed on the associated discussion page.

In most RPG games, not necessarily limited to Final Fantasy games, stats, or statistics are used to represent how strong a character is. Stats are represented by numbers and are used in engagements to determine how much damage a character takes by an opponent, or deals to an opponent. As a character levels up, they get increases in each stat. Different jobs and races gain stats differently. For example, Paladins speeds are slow, while Ninjas and Assassins are fast.

## Types of StatsEdit

• Level: A unit's level is the character's defining point; it denotes how much it has in the other stats. For example, a unit with a low level is considerably weaker than a high level unit. Levels are usually measured one at a time, unless a considerable amount of experience/Ability Points are gained at one time. Level also affects how much damage the user deals along with the other stats in most Final Fantasy games. As the unit gains levels, the unit will gain more power in the stats outlined below. Final Fantasy II is an exception to this rule.
• HP (Hit Points): Hit Points are used to determine if a character is able to fight. When attacked, the total damage dealt is subtracted from the current HP. When the character's current HP is 0, the character faints and is unable to fight. Some items like Potions and most White Mage skills restore HP. Phoenix Downs can revive a fainted unit, usually with a very small portion of their max HP.
• MP (Magic/Mana/Mist Points): Magic or Mana Points are used when a character uses magic, or special skills. Black, White, Blue, Red, and Time Mages usually use MP to utilize their skills. In some games, MP is restored periodically, but sometimes items or rest stops are required.
• EXP (Experience Points): Experience points are gained to raise the character's level. To level a character by one, a certain amount of EXP is needed. This amount is rarely constant, as it grows each time the character levels, usually twice the previous amount. Final Fantasy VIII is an exception, with the required EXP staying constant throughout the game. Enemies grant EXP to the party when defeated, and generally, Bosses may either give a huge amount, or none. The EXP received after a battle is usually shared by the whole party, which is why if a character fights a monster alone, he would receive the same experience as all of the characters together.
• AP (Ability Points): Ability Points are gained when a battle is complete and won. In most games, AP is used and gained to allow characters to master abilities. Generally, the stronger an opponent/group is, both in level and class (e.g.: Minions VS. Bosses), the more AP the character gains. In some games, AP is used as an alternative to Experience Points: when they reach a certain point, the character levels up by one. Also in some games, like Final Fantasy X, a character is required to attack or otherwise uses an Action to gain AP.
• Attack Power: Also known as ATK, Vigor, Attack, or Strength, Attack Power is used to indicate how strong a character's Attack is. It is compared to the opponent's Defense to determine how much damage is dealt, if any.
• Defense Power: also known as DEF or Defense, Defense Power is used to indicate how well defended the character is against physical attacks. The higher Defense Power a character has, the less damage he/she takes.
• Magic Power: Also known as MAG or Magic, Magic Power is used to indicate how strong a character's magic skills are. It is compared to the opponent Magic Resistance to determine how much damage is dealt, if any. For White Mages, it determines how much HP is restored.
• Magic Defense: Also known as Spirit or Magic Resistance, Magic Defense is used to determine how well protected a character is against magic-based attacks. The stronger it is, the less damage the character will take. In some games, Defense and Resistance are combined as one stat.
• Speed: Also known as SPD or Agility, Speed determines how fast a character's turn will come up in battle, and how often. Time Mages can be used to alter Speed for one battle, with skills such as Stop, Slow, Haste, and Quick (sometimes 'Quicken').
• Hit Rate: Also known as ACC or Accuracy, this stat will determine how often a units attacks will connect with the target. Status ailments like Blind can reduce this stat.
• Magic Accuracy: Magic Accuracy, in the games where it is present, determines the likelihood that a unit will successfully inflict damage or effect an enemy with a negative Status Effect.
• Evasion: This stat will indicate how often a unit can avoid an attack from an opponent. The higher an evade stat is, the less a unit will be hit. Final Fantasy XII actually has more than one type of evasion: shield evasion and weapon evasion, although the in-game menu combines them into one stat.
• Magic Evasion: Also known as MBlock, this stat will indicate how often a unit can avoid a magic attack. In some games, Magic Evasion and Evasion are combined as one stat.
• Stamina: Stamina stat's purpose varies between the different Final Fantasy games.
• Absorb: A stat, which affects how much damage a character will take when hit by an enemy.
• Agility (Agl.): A stat, which affects the stat Evade%. It is affected by the heaviness of the character’s armor.
• Luck: Can affect many things, such as when a Critical Hit will land, steal success rate, evasion and accuracy.
• Vitality: Vitality stat's purpose varies between different Final Fantasy games: resistance to attacks (like the defense stat), how much HP is gained during a level up, or resistance to status effects.

## Statistics Per GameEdit

### Final FantasyEdit

• For Defense:
• Standard
Defense = Sum of Equipped Armor
• Unequipped* BB/MA
Defense = Level
• For Hit%:
Hit% = Weapon Accuracy + Character's Hit%
• For Evasion:
Evasion = 48 + AGL - Armor Weight
• For number of Hits:
• Standard
Number of Hits = [1+(Hit%/32)]*Hit Multiplier
• Unarmed BB/MA
Number of Hits = 2([1+(Hit%/32)]*Hit Multiplier)
• Hit Multiplier = 1 by default, and ranges from 0 to 2
• FAST increases Hit Multiplier by 1
• SLOW decreases Hit Multiplier by 1
• Minimum number of hits is 1
• For Criticals:
• Standard
Critical Rate = Weapon Index Number*
• Unarmed BB/MA
Critical Rate = Level*2
• Unarmed non-BB/MA
Critical Rate = 0

### Final Fantasy IVEdit

• For Attack:
• Given by (where, if two weapons are equipped, the first term is doubled and "WpAtk" becomes the sum of both):
$( [Lv+Str]/4 ) + WpAtk$
• Bows are an exception (where WpAtk is the sum of the bow and arrows, multiplied by 0.8 if the bow is held in the dominant hand instead of the arrows):
$WpAtk + ( Str/4 )$
• Attack for Yang:
$2( Lv+1 ) + ( Str/4 )$
• For Attack Multiplier:
• The highest amount for Multiplier any character can have is 19.
$1 + ( [2Str + Agi]/16 )$
• For Accuracy:
• Accuracy is capped at 99%.
$( 50 + [Lv/4] + WpAcc )$
• For Defense:
• Maximum amount possible is 239.
$( Sta/2 ) + EqDef$
• For Defense Multiplier:
• Maximum is 18.
$( Agi/8 ) + ( Lv/16 )$
• For Evasion:
• Maximum is 99%.
$( 30 + EqEva )$
• For Magic Defense:
• Maximum is 9.
$( Int + Spi + Agi )/32$
• For Magic Evasion:
$( [Int + Spi]/8 ) + EqMEv$

### Final Fantasy IXEdit

• For Speed:
$SpdBase + [Level * 1 / 10] + [SpdBonus / 32]$
• For Strength:
$StrBase + [Level * 3 / 10] + [StrBonus / 32]$
• For Magic:
$MagBase + [Level * 3 / 10] + [MagBonus / 32]$
• For Spirit:
$SprBase + [Level * 3 / 20] + [SprBonus / 32]$
• For Magic Stones:
$MStBase + [Level * 4 / 10] + [MStBonus / 32]$
• For HP:
$[Str * HPMod(Level) / 50]$
• For MP:
$[Mag * MPMod(Level) / 100]$

### Final Fantasy XEdit

• For Accuracy and Evasion:
$AcNum = [AttackerAccuracy * 0.4 - TargetEvasion + 9]$