Spell Power Spreadsheets and Analysis

Obsidian Fire

Ahk Morn!
AKA
The Engineer
So on my current FFVII play-through, I got curious as to what the actual spell power of all the spells are as well as how the All materia and Quadra materia effected that. After doing some research, I found that there wasn't any easy way to compare the spell powers of different spells, so I went and made myself a spreadsheet of them organized by element.

Here's the link: https://docs.google.com/spreadsheets/d/19yYD8v0Zc4PLyStXzkakP79FwCFW2xfxDBa6Bkz6QLY/edit?usp=sharing

I'll probably be doing a few different formats so that it's easier to sort based on MP, Spell Power, etc. as well as some more in-game testing (Life2 + Quadra?!?!). If any of you happen to notice any errors, let me know so I can fix them. I'll probably post the spreadsheets up on Steam once I'm done with them.

Stuff I noticed:

The maximum Base Magic Damage (BMD) is 6 x (99 + 255) = 2124. In order to get the max damage with a single spell at max stats, the spell needs to have a multiplier of at least 4.7076. If an enemy is weak to a given element, then the spell needs to have a multiplier of 2.3538. Given that most spells have a multiplier greater then this, you usually don't need a max magic stat to reach the damage cap on spells if you're exploiting elemental weaknesses.

Non-Elemental magic has the most spells, followed by Fire and Lightning. Lighting however has the most high-damage spells that share elements, so it's less useful then it could be. Fittingly, Non-Elemental spells have the highest multipliers, but nothing is weak/strong against them.

Ice magic is the worst off of the traditional elements (Fire, Ice, Lightning) as it has no Enemy Skill with it's element and both of it's high-damage spells share elements. The most damage you can put out with only Ice magic is Freeze=Quadra (11.875 x BMD) on a single target or Shiva=Quadra (3 x BMD) on multiple targets.

Lightning is slightly better and worse then Ice as it only has Bolt3=Quadra ( 8 x BMD) on singles, with Ramuh=Quadra doing (3.75 x BMD) on multiples. It's more flexible then Ice though as Lighting has the Enemy Skill Trine which costs less then Bolt 2 and nearly matches Bolt3=All in power.

Fire is the favored element and can get up to Flare=Quadra (14.375 x BMD) on a single target and Phoenix=Quadra (7.5 x BMD) on multiples. It's got two Enemy Skills, one single, one multiple, and while Flamethrower isn't anything special as far as MP to Spell power cost goes, Beta manages to be both more powerful then Fire3=All and costs less. It even competes with Phoenix as it's much more efficient in it's MP usage (you can cast Beta 5 times for every 1 cast of Phoenix).

The main advantage of Summons is that they can effect multiple enemies for no damage reduction. This is very obvious with the Quadra materia as they can essentially double their damage output for no MP cost. With normal magic materia you either have to chose multiple enemies (All materia) or power (Quadra materia). With Summon=Quadra you can have both.

Restoration magic is the odd element out in regards to "damage" calculation. Instead of multiplying the BMD by a constant, it adds the BMD to a fixed number. The most healing that can be done with Cure3 is 4984 HP. After this, FullCure becomes an option, but even that is outstripped by White Wind which costs a third of FullCure (half of Cure3) and can heal everyone in the part at once (nevermind remove most status effects).

Except in a very few cases, the Enemy Skill materia gives the most efficient use of MP as well as the most efficient use of Materia Slots. Notable exceptions to this would be Flamethrower, which costs more then double what Fire1 does, for less then double it's damage, and Pandora's Box, which does less piercing damage then Bahamut does for more MP. Really, the only negative thing about the Enemy Skill materia is that you can't link it to All or Quadra...

Gravity is one of the stranger elements with how it plays with All and Quadra. Mostly because it's based on the targets current HP at the time of casting. The first weird thing is that the Enemy Skill Laser is functionally identical to Demi2, but costs half the MP of it. So there's no reason to use Demi2 against single targets. Linking All to Graviy brings fairly straightforward results, at least as far as the math goes. Demi3 is now as powerful as single target Demi2, and Demi2 is a little stronger then single target Demi. Quadra is where it gets messy. With Quadra, the spell is cast four times and each time it's based on the HP of the target at casting time. Worse, the power of each Demi Spell is divided by 2. Functionally speaking, this means that Demi is now at (HP / 8), Demi2 is at (HP / 4) and Demi3 is at (HP * 3 / 8). Put this together and the output of Gravity with Quadra is actually a power decrease not an increase.

Status Effects are usually percentages of success. It appears that All does not affect these, but Quadra does; it halves them. The exception are percentages that are already at 100. These aren't effected by Quadra.
 
Very interesting work, Obsidian. Also, I love spreadsheets. <3

The only error I can see so far is that you've spelled the Poison effect as "Poision".

I've been thinking of using google docs myself for organizing FFVII research and even including links to them from the TLS frontpage but so far I still haven't tried using google docs.
 

Obsidian Fire

Ahk Morn!
AKA
The Engineer
I've been thinking of using google docs myself for organizing FFVII research and even including links to them from the TLS frontpage but so far I still haven't tried using google docs.
Google Docs is really handy if you've got a Google account. It's pretty much Microsoft Office, except it's for free on the internet. It's got several different ways to configure sharing vs. editing as well, I'll definitely be using it more in the future for word processing suff.

Added a few more spreadsheets (look near the bottom) that sort by MP cost, Single target damage and AoE damage. For the Single and AoE sheets, I took out all the Restore, Gravity and oddball spells (like ???? and Chocobuckle) as they mess up the sorting functions. I also took out all the spells that are specifically Single Target spells from the AoE sheet. KotR is missing from those sheets as it's miss-representing how much damage it actually does (it underestimates itself). Quadra doesn't get it's own sheet as it's damage is directly tied to the Single Damage.

Link: https://docs.google.com/spreadsheets/d/19yYD8v0Zc4PLyStXzkakP79FwCFW2xfxDBa6Bkz6QLY/edit?usp=sharing

More Analysis:

For a "minority" element, Earth has a pretty solid spell list. Granted, you don't want to rely on it as all flying enemies are immune to it, but it's got a nice power boost when compared to the other elements.

Weirdly enough, it's "opposite" element, Wind has almost no presence outside of one spell (Tornado) and only two materia give armor/weapons the Wind element and both of those are rather oddball summon materia (Chocobo and Typoon WTF???). Fortunately, there aren't that many enemies that half/nullify/absorb it, so using Tornado isn't a huge waste of MP (it's actually got a decent MP/Spell power ratio), especially if it's linked with Quadra. It's actually a lot harder to justify using Chocobo and Typoon in the materia set-up as they're rarely useful. Although when Typoon works, man, does it work...

Speaking of Typoon...

Past the xxxx3 series of spells, there isn't anymore single element spells, except for the Contain materia, and All doesn't link to it. What instead happens is that there multi-element summons (and one Enemy Skill). Unfortunately, enemies that half/nullify/absorb any of the elements that the spells are, will half/nullify/absorb the whole spell. Given how a lot of enemies that are weak to one element half/nullify/absorb another one, this means that the higher power elemental spells aren't as useful as they could be.

Because of this, the non-elemental spells are usually a lot more flexible even when most of them have 100+ MP costs. It also helps that most of the high damage non-elemental spells also have piercing damage. Except that the damage boost gained by piercing damage is less then the damage boost gained by elemental weakness.

However, when enemies don't have half/nullify/absorb and are are weak to an element, nothing beats Typhoon (except KotR) as it has piercing damage and its fire/ice/lightning/earth element. It's also nice enough to give Physical attacks Wind attribute if it's linked with an Elemental materia in a weapon...
 

Lex

Administrator
^The lack of wind materia is part of the reason I edited in a Wind materia on the PC version a while ago using the Aero animations from the Rapps-style enemies. I did the same thing for water and used animations like the Sahagin's jet attack.

I was proud of my accomplishment for a time, and then I remembered I very rarely use elemental materia anyway so there was that XD.
 

ForceStealer

Double Growth
And SO MANY of the enemies in the early game are weak to wind. (at least, enough for me to take note of it when Sensing them) What dicks.
 

Splintered

unsavory tart
I just wanted to say, thanks for this Obsidian. I consistently hear why Xmagic is better because MP usage, but seeing it in spreadform sheet style actually makes it a lot easier to see.

I had no idea that quadra magic affects status effect percentage. Then again, I never used status effects....
 

Obsidian Fire

Ahk Morn!
AKA
The Engineer
Woops! Forgot about the MP Turbo Materia... Need to add that in... although that ends up doing 2x damage for 2x MP with a fully mastered MP Turbo materia, so maybe just a note at the top...
 

Obsidian Fire

Ahk Morn!
AKA
The Engineer
There are times when poking around for all game mechanics makes me go like this: :wallbanger:

This is one of those times.

I kinda went looking for how Magic Defense fits into all this, when I came across this faq: Battle Mechanics FAQ. (check out section 3.4.2) After doing some calculations, I discovered that the function I was using to calculate spell damage was come up with assuming Mdef was a zero (or in other words, all spells behave like they have Piercing Damage). So most of the time the spell power is going to be a less. Fortunetly for me, it does not mean that I have to recalculate all the All and Quadra damage again like I though I might have to.

For those of you interested in how to calculate damage with MDef taken into account, it looks like this.

Max Spell Damage = Power x Base Magic Damage

Actual Spell Damage = [(Max Spell Damage x 16) x (512 - Magic Defense)] / (16 x 512)

The way this actually works in game is like this:

Spell Damage = [(Power x 16) x (512 - Magic Defense) x Base Magic Damage] / (16 x 512)

In game, Power is not a decimal or even a fraction, but an integer. The spell power displayed on the chart is this integer divided by 16. This is done not just for convenience's sake but because it preserves the Power x BMD = Max Spell Damage Formula.

After this, all those things like Quadra, All and Elemental damage are calculated. Fortunately for us, the difference in power can be calculated just by multiplying the power by various numbers.
 
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Dragonslayer Ornstein

Pro Adventurer
I wonder what the most effective materia setup would be? Excluding mime loops and broken strats.

Someone should do some hack for ff7 that adds a hard mode and maybe do a random dungeon hack for people to go into. I've always loved it's combat system, especially seeing what people like Garland the Great can do with it.

edit: forgot to say, thank you for the science. Mm yes, delicious magical science
 
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Obsidian Fire

Ahk Morn!
AKA
The Engineer
^^There are plenty of mods that make the game harder, often by changing stats and multipliers around...

Most effective materia setup would have to take in all the other materia as well. And a lot of it depends on who you're fighting against.

Although, KotR is so broken power-wise (5 Spell Power x 13 hits = 35 spell power overall), that it's really, really hard to justify using anything else, except for the utilities that status effects provide. Hades takes care of that (and it damages to boot), although Bad Breath is probably a better spell as it uses less MP. The Enemy Skill materia does pretty much everything else, including healing for less MP then just about any other spell does.

With those three materia out of the way, that leaves plenty of room for the Comand-All glitch to be used, and all the independent materia, as well as whatever elements/status effects you want to apply to weapons/armor.

The fun part about FFVII is that you can get any set-up to work, so you can pretty much pick your favorite spells and stick to them.
 

Jason Tandro

Banned
AKA
Jason Tandro, Doc Brown, Santa Christ, FearAddict, Thibault Stormrunner, RN: Micah Rodney
You are one of the people who give me reason to believe that the fans research the games more thoroughly than their developers. That's freaking awesome.
 

Obsidian Fire

Ahk Morn!
AKA
The Engineer
So I'm currently in the pre-final fight Stat/SP/EXP grindfest in my current playthough and am having fun experimenting with all the materia combos and it occurred to me that I'd have a lot of fun experimenting with materia for the sake of writing an article series that goes over all the materia in the game and how they interact with each other in-depth.

I'd probably publish it in the forums first so that everyone could discuss it and so I could see how many parts I would divide it into.

Anybody interested?
 

Obsidian Fire

Ahk Morn!
AKA
The Engineer
So I finally got finished with the whole nerdy part of figuring out just how physical and magical damage gets calculated so I should be coming out with that on the forums soon...
 
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