Attack (command)

For the stat which determines attack power, please see Strength Attack (たたかう, Tatakau), also known as Fight, is a basic command that appears in every game of the Final Fantasy series, and is known by nearly every playable character. The character does a simple attack to a single opponent using their equipped weapon, or their bare fists if they are not equipped with anything. The Blind status increases the chance that Attack will miss. Unless the equipped weapon has an elemental property, Attack is always non-elemental.

In some games, the Attack command can be upgraded to Barrage, which allows more than one attack. Some other commands make the Attack command obsolete, such as Mug, which is a physical attack while simultaneously stealing, or Jump, a stronger attack. However, some weapons with bonuses only have those bonuses apply when Attacking. In Final Fantasy VII, the Attack command becomes unavailable when a character attains a Limit Break. From Final Fantasy VIII onward, this was remedied and Limit-type commands could be either selected by pressing the left or right arrow depending on the game, or ignored in favor of the Attack command.

Final Fantasy
Attack, called originally Fight, is the top command of all characters' command lists. The power of Attack varies from character to character, especially when calculating damage with a Monk. The damage formula for a regular attack is equal to the attack power of the equipped weapon plus that character's Strength stat halved.


 * $$Attack = Weapon Attack + STR/2$$

However, when using a Monk armed with a weapon, the formula for Attack is equal to the weapon attack power plus the character's Strength halved plus 1.


 * $$Attack = Weapon Attack + STR/2 + 1 $$

And the damage for Attack for an unarmed Monk is equal to that character's Level multiplied by 2.


 * $$Attack = Level*2$$

If Attack power were to somehow be higher than 255, it will roll the value over to 0 and continue to raise from there, though it is impossible to do so in a normal playthrough.

Final Fantasy II
Attack is available to all characters, and allows them to strike a physical blow with their equipped weapon. Doing so will improve the characters' proficiency with that weapon. The lower a weapon proficiency, the less times the attack will hit, and there is a lower chance of the attack hitting and general.

Final Fantasy III
Attack, known as Fight in the NES version, is the top command of all job command windows. The formula for Attack (which is applied to all physical attacks) is equal to the base attack power of the player's weapon plus 1/4 of the character's Strength plus 1/4 of that player's skill.


 * $$Base Damage = Weapon Base + (Strength/4) + (Skill/4)$$

If a character attacks while under Haste, the formula changes to add in the damage from Haste as well.


 * $$Base Damage = Base Damage + (Final Damage calculated from Haste)$$

If a Bard uses the ability Cheer, for each use, the physical attack power of all party members increases by 10.


 * $$Base Damage = Base Damage + 10$$

Afterwards, the target's Defense is applied to the formula, followed by attack multipliers, such as Haste, Hit%, and Blind for the final damage value.

Final Fantasy IV
Attack, originally called Fight, is the top command of every character's command window. The strength of the attack varies greatly due to various circumstances, such as equipped weapons and characters.

For a character that uses the Fight command without any equipped weapon in their primary hand, the damage dealt is equal to that character's Strength divided by 4 plus that character's Level divided by 4.


 * $$Base Attack Power = Str/4 + Level/4$$

For all weapons (that are not Bow and Arrows), the damage formula is the same as the previous formula, but also adds in the attack power of the weapon.


 * $$Base Attack Power = Weapon's Attack Power + Str/4 + Level/4$$

If a character were to attack with a Bow or Arrow in either hand, then the damage is equal to the base attack power as if the character had no weapons plus 1.


 * $$Base Attack Power = Base Attack Power (Fists) + 1$$

However, if the character had both Bow and Arrows and used the Fight command, the damage becomes equal to the bow's attack power divided by 2 plus the arrow's attack power plus the character's Strength divided by 4.


 * $$Base Attack Power = Bow's Attack Power/2 + Arrow's Attack Power + Str/4$$

Meanwhile, if the Bow is equipped in the character's primary hand, then the formula differs yet again to equal the base attack power of the bow and arrow multiplied by 4/5.


 * $$Base Attack Power = Base Attack Power (Bow and Arrow) * 4/5$$

Yang and Edge both use a completely different formula from the rest of the party members, as they are the only characters capable of duel-wielding weapons. For Yang, when he uses the Fight command, the damage dealt is equal to Yang's Level +1, multiplied by 2, added to Yang's Strength stat divided by 4. The weapons Yang uses has no effect on this formula as they all have 0 Attack power naturally.


 * $$Base Attack Power = (Level+1)*2 + Str/4$$

For Edge, if he has two weapons equipped, the damage he deals from the Fight command is equal to the attack power of his left weapon plus the attack power of the right weapon plus Edge's Strength divided by 4, added together with Edge's Level divided by 4, multiplied by 2.


 * $$Base Attack Power = Weapon on Left Hand's Attack Power + Weapon on Right Hand's Attack Power + (Str/4 + Level/4)*2$$

However, if Edge is only equipped with one weapon, the damage he deals from the Fight command is equal to just the attack power of the weapon.


 * $$Base Attack Power = Weapon's Attack Power$$

After calculating the base attack power for a physical attack, several modifiers are brought into play, such as critical hits, elements, and status effects.

For status attacks, if a character is inflicted with either the Toad or Mini status, the player's attack power is automatically set to 1. If the character is under Curse status, then the damage is halved. If the character is under Berserk status, the damage is multiplied by 3/2. If the target has Toad or Mini status, and the character using the Fight command, or a physical attack, attacks normally, then the damage is doubled.

Some command abilities also use a specific formula. For instance, the Kick command's formula is equal to half of the attack power (though it does 0 damage to Flan-type enemies), both Jump and Power double the damage, and Deadly triples the damage.

When applying elemental attacks, if the monster is attacked with their weakness and has the weak+/very weak property, then the damage dealt through an elemental attack through a physical attack is quadrupled. If they do not have the weak+/very weak property, but are still hit with their weakness, the damage is doubled. If the character attacks a monster that has resistance to an elemental attack, then the damage will be halved. When a player attacks a monster with a weapon that applies to a specific race (for example, attacking an Ogre with the Ogrekiller), the damage done is quadrupled.

After applying the modifiers, the game then must computer Attack%, or Hit Rate, of the attack, which also varies for various situations. For those unarmed or with fist weapons, the hit rate is equal to 50 plus that character's level divided by 4.


 * $$Base Hit Rate = 50 + Level/4$$

For any non-Bow/Arrow weapon, the hit rate is equal to weapon's hit rate plus the character's level divided by 4.


 * $$Base Hit Rate = Weapon's Hit Rate + Level/4$$

For Bow and Arrows, the hit rate is the same as the previous formula, but factors in the Bow's hit rate instead.

After factoring that in, the hit rate modifiers are then factored in. Several commands and statuses affect this modifier. For example, if the Aim command is used, the hit rate is automatically set to 255.

For Jump/High Jump and Build Up/Power/Deadly, the hit rate is equal to the hit rate plus the character's level divided by 4.


 * $$Hit Rate = Hit Rate + Level/4$$

If a character uses Fight under Blind status or is targeting a monster in the back row (though back row hit rate only applies in the SNES version), then the hit rate is halved.

Afterwards, Attack Multiplier is calculated, which is equal to the character's Strength divided by 8 plus the character's Agility divided by 16 plus 1.


 * $$Base Attack Multiplier = Str/8 + Agi/16 + 1$$

Next, the game must then calculate the target's Defense, then factors in Defense modifiers such as Protect and Defend. After that, Defense% and Evade Modifiers are calculated, as well as Defense Multiplier. Finally, the game calculates the Attack multiplier, and then plugs in all the numbers to calculate the final damage, which is shown below.


 * $$Damage = Attacker's Attack Power * random(100, 150)/100 - Target's Defense$$


 * $$If Damage < 0, Damage = 0.$$


 * $$If Attack Multiplier > 0 and Damage = 0, Damage = 1.$$

If the target is undead and the character is using a Drain-elemental weapon


 * $$Damage = Damage * -1$$

Final Fantasy IV: The After Years
Attack is a command that simply uses the chosen character's equipped weapon on an enemy. Like other games in the series, melee weapons do more damage in the front row. Ranged weapons do the same damage in either row, making it more useful to have a ranged attacker in the back row to minimize damage to said character.

Final Fantasy V
Attack is the top command on every job's command list, except for the Mime, but can be selected by the Mime as a secondary command. The strength of the attack is based on the player's Attack stat and the Level.

The steps for calculating damage varies greatly depending on the weapons equipped, statuses in effect, and monsters and levels. The basic steps for damage however is as follows.


 * Determine initial Hit% and Evade% values.
 * Apply appropriate modifiers to Hit% and Evade%
 * Determine whether the attack hits or not. If the attack misses, do not follow any more steps
 * If the Attack hits, get initial values for Attack, Defense and M.
 * Apply appropriate modifiers to Attack, Defense and M
 * Calculate Final Damage
 * Apply any appropriate Status Effects.

Final Fantasy VI
Attack is the top command on every character's command list, except for Gau, who has Rage instead, Umaro, who is uncontrollable, and Gogo, who has Mimic on top but can equip Fight as a secondary command. The strength of the attack is based on the player's Attack stat and Level. Some relics will replace the Attack command with other commands, such as Jump.

The formula for calculating how much damage a character's physical attack is as follows.


 * $$Vigor2 = Vigor * 2$$

If Vigor >=128, then Vigor2 = 255 instead.


 * $$Attack = Battle Power + Vigor2$$

If the character is equipped with a Gauntlet, the Attack stat increases further.


 * $$Attack = Attack + Battle Power * 3 / 4$$

The base damage is calculated as follows.


 * $$Damage = Battle Power + ((Level * Level * Attack) / 256) * 3 / 2 $$

If the character is equipped with the Master's Scroll, the damage is halved. If the character is equipped with Atlas Armlet or Hero Ring, the damage is multiplied by 5/4. If the attack is a standard fight attack and the character is equipped with a Genji Glove, but only one or zero weapons,


 * $$Damage = ceil(Damage * 3 / 4)$$

If the character is in the Back Row then:


 * $$Damage = Damage / 2$$

(Certain weapons ignore this step)

The next step takes into account Critical Hits, Berserk status, and Trance (Morph) multipliers. Every Attack has a 1 in 32 chance of being a critical hit (although some weapons, known as MP Critical weapons, will consume MP for a Critical Hit 100% of the time), and the Trance multiplier only applies when the attacker is in Trance mode (this will almost always apply only to Terra, but in the Super NES version anyone can have the Morph status due to the Rippler Bug). This works by setting a damage multiplier equal to 0. For Critical Hits, add 2 to the damage multiplier. If the attacker is Berserked, add 1 to the damage multiplier. If the attacker is in Trance, add 2 to the damage multiplier.


 * $$Damage = Damage + ((Damage / 2) * damage multiplier)$$

Next, the game factors in random variance.


 * $$Damage = (Damage * (224...255) / 256) + 1$$

Next, the game factors in the target's defense.


 * $$Damage = (Damage * (255 - target's defense) / 256) + 1$$

(The Ultima Weapon (Atma Weapon) and the Valiant Knife ignore this step).

Next, if the target has the Protect (Safe) status, then:


 * $$Damage = (Damage * 170 / 256) + 1$$

(The Ultima Weapon (Atma Weapon) and the Valiant Knife ignore this step).

Next, if the target is Defending, then:


 * $$Damage = Damage / 2$$

Next, if the target is in the Back Row, then:


 * $$Damage = Damage / 2$$

Next, if the target has the Trance (Morph) status, then:


 * $$Damage = Damage / 2$$

Next, another damage multiplier step is performed. The damage multiplier again starts at 0. If the attacker is facing the target's back, add 1 to the damage multiplier. If the attacker is attacking with the Hawkeye or Sniper and the target has the Float status, there is a 50% chance of adding 4 to the damage multiplier (if the target is not floating there is a 50% chance of adding 1 to the damage multiplier). If the attacker is attacking with the Man-Eater and the target is Human, add 2 to the damage multiplier.


 * $$Damage = Damage + ((Damage / 2) * damage multiplier)$$

If the target is petrified, the damage is reduced to 0 at this point. Otherwise, the game now checks elemental properties, which finalizes the damage. Elemental properties are checked in this order:


 * If Force Field is in effect for the element in question, the damage reduces to 0.
 * If the target absorbs the element in question, the damage remains the same, but the attack heals the target.
 * If the target is immune to the element in question, the damage reduces to 0.
 * If the target is resistant to the element in question, the damage is cut in half.
 * If the target is weak to the element in question, the damage doubles.
 * Otherwise, the damage remains the same.

If one of the elemental checks is true, the game does not check subsequent steps.

Special weapons
Certain weapons have different damage formulas.
 * Some weapons have a 25% chance to cast a spell from the Magic skillset. These spell ignore Reflect and Runic.  Unless the weapon is a long range weapon, the spells are affected by the Back Row penalty and any Jump multipliers. If the Attack is a Critical Hit, the spells are not affected unless the weapon is an MP Critical weapon.
 * The Valiant Knife ignores defense. Also, it adds on an extra step after element calculation:


 * $$Damage = Damage + Attacker's Max HP - Attacker's Current HP$$


 * The Ultima Weapon (Atma Weapon) ignores defense and adds on three extra steps after element calculation:


 * $$Damage = Damage * Level$$


 * $$Damage = Damage * ((Current HP / 256) + 1) / ((Max HP / 256) + 1)$$


 * $$Damage = Damage / 64$$


 * The Dice uses its own independent damage calculation formula:


 * $$Damage = Dice Roll 1 * Dice Roll 2 * Level * 2$$


 * The Fixed Dice uses its own independent damage calculation formula:


 * $$Damage = Dice Roll 1 * Dice Roll 2 * Dice Roll 3 * Level * 2$$


 * If all three dice show the same number, a second step is added:


 * $$Damage = Damage * Dice Roll$$

Final Fantasy VII
Attack, labeled Fight in the demo, is the top command on every party member's command list. The strength of the attack is based on the player's Attack stat and Level.

To work out the Attack's strength ignoring any other factors, the Attack stat has to be added to the truncated total of the Attack and Level stats added together and divided by 32, which is all multiplied by the truncated total of the Attack stat multiplied by the Level stat, and then divided by 32.


 * $$Base Damage = Attack + [(Attack + Level) / 32] * [(Attack * Level) / 32]$$

Then Power and Defense factors are applied. The Defense factor is the stat found on all targets. The Power factor is a stat given to most abilities.


 * $$Max Damage = [(Power * (512 - Def) * Base Damage) / (16 * 512)]$$

Every time the player attacks the same target, they do not take off the same amount. This is due to additional math that adds a random factor to the equation. The lowest possible damage the attack can do is 3841/4096 of the damage shown above.


 * $$Actual Damage = Max Damage * (3841 + Rnd(0..255)) / 4096$$

Then there are many other factors that affect the damage of the attack. A critical hit will multiply the damage by two. If either the user or the target is in the back row position without having a long range weapon or Materia, then the attack will take off 0.5 the damage. If the target has its back to the user, then the attack is usually doubled. For a small amount of enemies, the attack will take off more than double.

If the user has the Berserk status it will take off 1.5 the damage. If the user has the Frog status it will take off 0.25 the damage. If the user has the Mini status it will take off nothing. If the target has the Sadness status it will take off 1.3 the damage. If the target has the Barrier status it will take off 0.5 the damage. If the target has the Defend status it will take off 0.5 the damage.

When the player's Limit gauge is full, their Attack command is replaced with a Limit Break command and they can't use a normal attack except through the use of similar commands like Mug. Each attacking Limit Break uses the actual damage. For example, Cloud's Braver Limit takes off three times the damage of a normal attack. His Cross-Slash will do 3.25 the damage, and inflict Paralyze.

Some Command Materia commands will replace the Attack command. The Slash-All Materia replaces the Attack command with the Slash-All command. As its name suggests it attacks all enemies without applying the long range rule. Slash-All upgrades to Flash after leveling up which kills all enemies instantly, however, it halves the hit-rate. Double Cut's 2x-Cut and 4x-Cut replace the Attack command and attack the target twice or four times respectively. In both these commands, the long range rule does not apply.

The Mug command, the second level of the Steal Materia, functions the same as the Attack command but has the added steal effect. The Deathblow Materia grants access to the D.blow command which has a third of the hit-rate a normal attack would, but guarantees a critical when it does hit.

If the player is in the All Lucky 7s status, their attacks will disregard any other factors and take off 7777.

Crisis Core -Final Fantasy VII-
Attack is the primary command available to Zack. A physical attack, it uses no MP or AP. As an action RPG, the commands are executed real-time as soon as the player presses the. The targets can evade and block physical attacks with correct timing, and when targets are hit from behind, it results in an automatic critical hit.

Final Fantasy VIII
Attack is the standard (and only) command that is usable by every character, and is at the top of each character's command window.

When the Attack command is chosen, the game first determines whether the attack will connect or not.


 * $$Hit\% = (AttackerLuck / 2 + AttackerHit - TargetEva - TargetLuck)$$

If the attacker's hit rate is 255, this step is skipped and the attack will always connect.

Next the game determines whether the attack criticals.


 * $$Critical\% = (AttackerLuck + 1) / 256 * 100$$

This step is skipped if the attacker is Squall or Seifer, as these two characters never critical by chance; instead, they have the trigger ability.

Next, if the attack connects, the amount of damage is calculated.


 * $$Damage = AttackerStr^2 / 16 + AttackerStr$$
 * $$Damage = Damage * (265 - TargetVit) / 256$$
 * $$Damage = Damage * Power / 16$$

A normal attack has an Power value of 20. If the target has Protect or Zombie status, the damage is halved. If the target has Invincible or Defend status, the damage is 0. If the attack goes critical or if the target is attacked from behind, the damage is doubled. If the damage goes critical due to Squall's or Seifer's triggers, or if the user attacks the target while under Berserk, the damage done is x1.5.

Characters can also junction elemental properties to their physical attacks that affects the damage outcome.


 * $$DamageBonus = Damage * ElemAtt * (800 - ElemDef) / 10000$$
 * $$Damage = Damage + DamageBonus$$

Elemental attack can be anything between 0 and 100%. Elemental Defence starts at 800 (0%), 900 nullifies damage and 1000 absorbs the damage. If an enemy is shown to be weak against an element, its Elemental Defence is below 800. If damage becomes negative (due to high Elemental Defence), the target is healed by that amount.

Final Fantasy IX
The Attack command is at the top of every character's command window, and the damage formula for it varies per weapon type, whereas the final damage will always be the base (oftentimes Attack Power minus the target's Defense) multiplied by the bonus, which varies per weapon as seen below.

Standard Weapons


 * $$Bonus = Str ... [(Lv + Str) / 8] + Str$$

Save the Queen


 * $$Bonus = Str ... [(Lv + Str) / 8] + Str$$

Thief and Knight Swords


 * $$Bonus = [(Str + Spr) / 2] ... [(Lv + Str) / 8] + [(Str + Spr) / 2]$$

Hammers and Forks


 * $$Bonus = 1 ... [(Lv + Str) / 8] + Str - 1$$

Rackets


 * $$Bonus = [(Str + Spd) / 2] ...  [(Lv + Str) / 8] + [(Str + Spd) / 2]$$

The Bonus formula is also affected by various other factors. If the character using the Attack command is using a Killer ability, is under Berserk status, is using MP Attack, is in Trance, is attacking an enemy that is under Mini status, strikes an enemy with their elemental weakness, if the attacker is wearing an elemental attack raising item, or back attacking an enemy, the bonus is multiplied by 50%. If the target is under Protect or if the attacker is in the back row, the bonus is halved. If the attacker is under Mini, the bonus is set to 1.

When in Ipsen's Castle, the formula is completely different for the base formula, shown below.


 * $$Base = (60 - Atk Pwr) - Target's Defence$$

Final Fantasy X
Attack is a command available to all characters, found at the top of each of their command windows. The damage formula for the Attack command, as well as any physical attack, is as follows.


 * $$Damage = [{(Stat^3/32) + 32} * DmCon/16]$$

Where Stat is equal to Strength plus Cheer, and DmCon is equal to the Damage Constant.

Afterwards, the game must calculate the reduction of base damage due to Defense by converting the Defense integer into the DefNum integer, which can be found through the following formula.


 * $$[{(Def - 280.4)^2}/110] + 16$$

After finding the DefNum integer, it is to be used in the following formula.


 * $$[{(Def - 280.4)^2}/110] + 16$$

Before moving onto the final step, the game must also factor in any reduction from Cheer, which is done in the following formula.


 * $$[Dmg * (15 - Cheer)/15]$$

After all of that, the game then calculates the final damage based on the following formula.


 * $$Final Damage = Base Damage * {730 - (Def * 51 - Def^2/11)/10}/730$$

Several other modifiers apply to the damage of physical attacks as well, such as the Strength Plus abilities. If the attacker attacks an enemy with the Armor property, damage is divided by 3. If target is under Defend, Sentinel, or Protect, or if the attacker is under Power Break, then damage is halved.

Each Celestial Weapon has their own special damage formula as well, which is shown below.

For Caladbolg, World Champion, Spirit Lance and Godhand


 * $$(10 + [100 * User's current HP/User's Max HP])/110$$

For Nirvana and Onion Knight


 * $$(10 + [100 * User's current MP/User's Max MP])/110$$

For Masamune


 * $$(130 - [100 * Auron's current HP/Auron's Max HP])/60$$

Final Fantasy X-2
Attack is present in each Dressphere except for Songstress, Black Mage, and White Mage.

Final Fantasy XII
Attack is the only command available to the player that doesn't require purchasing a license beforehand. Some Espers can also use the Attack command as long as the enemy is immune or can absorb their elemental attacks. Attack commands can execute simultaneously whenever the game is set to "Active" mode, regardless of effect capacity, even during long spell animations.

The formula in which attack damage is calculated is based upon the type of weapon equipped. For example, swords, spears, rods, and crossbows are based on the character's strength while daggers, bows, and ninja swords are calculated using a characters strength and speed. Attack is also an action that can be applied to self, allies or members in current party.

Melee weapons can combo their attacks and hit multiple times in a row. Certain enemies, often the game's most difficult bosses and optional marks, also chain their attacks. The combo rate is a hidden value specific to each weapon. Ranged weapons don't combo, but have the chance to deal critical damage.

Attack damage is calculated differently depending on the type of weapon the character is equipping. The formulas are as follows:
 * Unarmed (Without Brawler Augment)
 * $$DMG = [11 * RANDOM(1~1.125) - DEF] * STR * (Lv+STR)/256$$


 * Unarmed (With Brawler Augment)
 * $$DMG = [(Lv+STR)/2 * RANDOM(1~1.125) - DEF] * STR * (Lv+STR)/256$$


 * Swords, Spears, Crossbows, Rods
 * $$DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + STR * (Lv+STR)/256]$$


 * Poles
 * $$DMG = [ATK * RANDOM(1~1.125) - MDEF] * [1 + STR * (Lv+STR)/256]$$


 * Maces
 * $$DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + MAG * (Lv+MAG)/256]$$


 * Katana, Staves
 * $$DMG = [ATK * RANDOM(1~1.125) - DEF] * [1 + STR * (Lv+MAG)/256]$$


 * Axes, Hammers, Handbombs
 * $$DMG = [ATK * RANDOM(0~1.111) - DEF] * [1 + STR * (Lv+VIT)/128]$$


 * Daggers, Ninja Swords, Bows
 * $$DMG = [ATK * RANDOM(1~1.125)]- DEF] * [1 + STR * (Lv+SPD)/218]$$


 * Guns, Measures
 * $$DMG = [ATK * RANDOM(1~1.125)]^2$$

After the Attack command has been selected the Charge Time starts, and once the attack has charged the command is executed. Each attack action has its own animation with a fixed length, and this also varies between different characters and which weapon they use. If the game config is set on "Wait", then only one action can execute at any time. When set on "Active", multiple actions can execute simultaneously (although some magick spells with long animations cannot be cast simultaneously even with "Active").

Certain augments on the License Board enhance battle power: Adrenaline boosts attack when the user is in HP Critical status, and Focus boosts battle power when the user's HP is full. These effects can also be gained via accessories Steel Gorget and Blazer Gloves.

Final Fantasy XII: Revenant Wings
Attack is the basic command for most melee units; however, certain characters such as Kytes have magical actions as their core commands. The abilities of Espers and monsters are given unique names, such as Balasa's Fire Fist.

Final Fantasy XIII
Attack is a Commando ability that physically attacks one enemy, having a damage multiplier of 1.2. Attack command expends one ATB segment.


 * $$Base Damage = User's Strength * Damage Multiplier$$

Damage is calculated as following:


 * $$Base Damage = Parameter * Damage Multiplier$$

Whereas Parameter is equal to the attack's basic parameter and the Damage Multiplier is equal to the base multiplier of the ability. For instance, a normal Fight command from Lightning will have the base damage multiplier of 1.2, if she also has 1700 attack power, her base damage will be 1700 x 1.2 = 2040. Adding more Commandos to the current line up boosts the damage multiplier.

Final Fantasy Tactics Advance
The Fight command is available to every unit. It is sometimes prohibited by Law, or encouraged when Color Magic is the prohibited action. The base damage formula for the majority of physical attacks are as follows:


 * $$Attacker's Weapon Attack - [Target's Weapon Def / 2]$$

Afterwards, damage will be multiplied by Power/100, where Power is usually equal to the strength of the ability being used. For weapon-based abilities, this will be the EqAtt bonus the unit's equipment (minus secondary weapons) gives, For other abilities, this will be the Power stat of the ability itself.

Final Fantasy Tactics A2: Grimoire of the Rift
The action is called Attack and occasionally discouraged by Law.