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2 | Ogre Battle Mathmagic ALI + CHA Auto Calculator for all Releases | v1.0 | April 12, 2024 | Author: | NewSchoolBoxer aka BoxerN | |||||||||||||||||||||
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4 | File -> Make a copy or Download to use | Ogre Battle is a registered trademark of Square-Enix®. This is a fan work unaffiliated with Square-Enix®. | ||||||||||||||||||||||||
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6 | I found the ALI and CHA formulas easily enough by testing on English SNES. The main reason of why the ALI formula was wrong in every English guide was not taking into account the ALI difference of the attacker and the enemy. Or doing so incorrectly. Other than bosses, enemy ALI is consistent per class and is what you see in your starting units, recruiting at a town, persuading a neutral encounter or using Charm/Persuasion Spell. Formulas match those found by https://gcgx.games/ogrebattle/ on Japanese Super Famicom. Takeaways: The good news is your class has no bearing on ALI change. An Angel and Mage at equal ALI get the same results. What is a thing is ALI drift from the starting values. Wizard starts at 45 ALI and Warren at a lower 42. Knight at 62 and Lans at a higher 65. If they each kill a Fighter or Amazon at equal level, Wizards lose 1 ALI while Knights gain 1 ALI. If Wizards hit 39 and Knights hit 70, the drift increases to ±2 per kill. CHA is strictly dependent on level difference, as was long known. If you just want to calculate CHA, can leave ALI and enemy class fields blank. CHA may be buggy. I saw it increase by 1 instead of 4 at equal enemy level but not on repeated attempts. | Notes: | ||||||||||||||||||||||||
7 | - Tarot card kills do not change ALI or CHA. - Class and Boss CHA/ALI values are consistent across all releases. - Alebelo has identical stats in Balmorian Ruins and Dragon's Haven / Dragon's Heaven. - Gares has 46 ALI at Island Avalon, 36 at Shangrila and 26 at Templa Shalina, for a nice bit of flavor. This is represented as Gares 1st / 2nd / 3rd in the dropdown. - Some of the PSX Boss names are off the rails. Different from their dialogue names. - Clear a value by deleting it then clicking outside its area. | |||||||||||||||||||||||||
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15 | What if the attack defeats multiple enemies at the same time? *Complexity Warning* | |||||||||||||||||||||||||
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17 | - The game processes the ALI change of each kill one at a time and continually updates ALI and CHA. - No EXP is awarded until the battle is complete. Keep your character's level the same. - Enemy units contain up to 3 class-level combinations, including the Leader. Call them L, A and B. - The processing order is L, then A, then B, if all exist. Leader, if defeated, is always processed first. - Find the corresponding unit formation to determine A versus B. If A or B is used, every slot must be filled. - Put the A enemies before the B enemies in the Auto Tracking list to get the correct results. - There is no ambiguity. If A and B are the same class-level, such as with Sirius, A versus B is irrelevant. - Possible to add a dropdown with selectable units to auto complete the list, if there is enough interest. | |||||||||||||||||||||||||
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26 | THIS WORK IS PROVIDED "AS IS" WITH NO WARRANTIES EXPRESSED OR IMPLIED. NOT FOR COMMERCIALIZATION OR MONETIZATION OR FOR INCLUSION ON A WIKI SITE WITH ADVERTISEMENTS. MODIFICATIONS AND DERIVATIVE WORKS MUST MAINTAIN THIS LICENSE. | Back Row | Front Row | Back Row | Front Row | Back Row | Front Row | |||||||||||||||||||
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28 | L | B | A | B | ||||||||||||||||||||||
29 | L | L | ||||||||||||||||||||||||
30 | A | B | ||||||||||||||||||||||||
31 | ALI and CHA Formulas | B | B | |||||||||||||||||||||||
32 | A | A | A | |||||||||||||||||||||||
33 | There are two important values: the attacker and defender Level difference and Alignment difference. | |||||||||||||||||||||||||
34 | A | A | A | B | ||||||||||||||||||||||
35 | LVL_DIFF = Enemy Level - Attacker Level | L | B | |||||||||||||||||||||||
36 | ALI_DIFF = Attacker Alignment - Enemy Alignment | B | L | L | ||||||||||||||||||||||
37 | B | B | ||||||||||||||||||||||||
38 | Can reverse the order on one by adding a negative sign but positive values gaining ALI is sensible. | A | A | A | B | |||||||||||||||||||||
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40 | Charisma Formula | A | B | B | ||||||||||||||||||||||
41 | (2 * LVL_DIFF) + 4 | LVL_DIFF | CHA Change | A | ||||||||||||||||||||||
42 | or 2 (LVL_DIFF + 2) | 2 and higher | 8 | L | B | L | A | |||||||||||||||||||
43 | Max shifts of -8 and +8 | 1 | 6 | L | ||||||||||||||||||||||
44 | Can alternatively use a table: | 0 | 4 | A | A | B | ||||||||||||||||||||
45 | -1 | 2 | ||||||||||||||||||||||||
46 | Additonally, retreating costs 1 | -2 | 0 | B | B | B | B | A | ||||||||||||||||||
47 | CHA point for every character in | -3 | -2 | A | ||||||||||||||||||||||
48 | the unit, not just the Leader. | -4 | -4 | B | A | A | ||||||||||||||||||||
49 | -5 | -6 | L | B | ||||||||||||||||||||||
50 | Calculator has a retreat option. | -6 and lower | -8 | A | L | B | L | |||||||||||||||||||
51 | Positive difference is under-leveled and negative is over-leveled | |||||||||||||||||||||||||
52 | A | A | A | |||||||||||||||||||||||
53 | Alignment Formula | B | B | B | ||||||||||||||||||||||
54 | New ALI = Current ALI + LVL_DIFF + TABLE(ALI_DIFF) | L | ||||||||||||||||||||||||
55 | No limit on shifting up or down from LVL_DIFF. | A | A | B | ||||||||||||||||||||||
56 | The ALI_DIFF half is binned and capped at ±3 points. | L | L | A | ||||||||||||||||||||||
57 | The two values can offset each other and cancel out. | |||||||||||||||||||||||||
58 | ALI drift pushes high ALI ever higher and low ALI ever lower for defeating the same targets. | B | B | A | ||||||||||||||||||||||
59 | A | A | B | |||||||||||||||||||||||
60 | ALI_DIFF | Bin | B | B | ||||||||||||||||||||||
61 | 30 and more | 3 | L | A | L | |||||||||||||||||||||
62 | 20 to 29 | 2 | B | L | A | |||||||||||||||||||||
63 | 10 to 19 | 1 | ||||||||||||||||||||||||
64 | 0 to 9 | 0 | Each row of formations is arranged from the Leader slot cycling top to bottom, back row to front row. The A and B terminology follows that used in FFaddict's OBEdit tool. Can just look up units with that. These 18 possible enemy unit combinations are supplemented by ones formed with no A or B slots. A relatively simple matter then of processing the Boss ALI change first. | |||||||||||||||||||||||
65 | -1 to -10 | -1 | ||||||||||||||||||||||||
66 | -11 to -20 | -2 | ||||||||||||||||||||||||
67 | -20 and lower | -3 | ||||||||||||||||||||||||
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69 | Example 1 | |||||||||||||||||||||||||
70 | Lvl 5 Fighter defeats Lvl 4 Cleric: | LVL_DIFF = -1, ALI_DIFF = 50 - 65 = -15 | ||||||||||||||||||||||||
71 | New ALI = 50 - 1 + TABLE(-15) | |||||||||||||||||||||||||
72 | NEW ALI = 50 - 1 - 2 | |||||||||||||||||||||||||
73 | NEW ALI = 47 | Also gain 2 CHA | ||||||||||||||||||||||||
74 | Example 2 | |||||||||||||||||||||||||
75 | Lvl 6 Knight defeats Lvl 8 Wizard: | LVL_DIFF = 2, ALI_DIFF = 62 - 45 = 17 | ||||||||||||||||||||||||
76 | New ALI = 62 + 2 + TABLE(17) | |||||||||||||||||||||||||
77 | NEW ALI = 62 + 2 + 1 | |||||||||||||||||||||||||
78 | NEW ALI = 65 | Also Gain 8 CHA | ||||||||||||||||||||||||
79 | Example 3 | |||||||||||||||||||||||||
80 | Lvl 13 Angel defeats Lvl 10 Imp: | LVL_DIFF = -3, ALI_DIFF = 65 - 25 = 40 | ||||||||||||||||||||||||
81 | New ALI = 65 - 3 + TABLE(40) | |||||||||||||||||||||||||
82 | NEW ALI = 65 - 3 + 3 | |||||||||||||||||||||||||
83 | NEW ALI = 65 for no change | Also lose 2 CHA | ||||||||||||||||||||||||
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85 | A shortcut formula for killing undead is ALI change = 3 + LVL_DIFF, if the attacker has at least 30 ALI. | |||||||||||||||||||||||||
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