Final Fantasy VI stats

The following is a list of stats in Final Fantasy VI.

Stats apply both to characters and enemies as appropriate. Unlike other games, the stats of characters do not boost on levels, and are instead boosted with weapons, relics and magicite.

Strength
Also known as Vigor, the Strength stat increases damage done by physical attacks. The stat's boost caps at 128; although it can be raised to up to 255 Strength, any stat above 128 will have the same effect as a 128 Strength stat. The Strength stat is squared and added to the Attack stat when calculating a physical attack's damage, which also takes the attackers' level and other factors into account.

Strength can only be boosted by equipping certain weapons and relics and mastering certain magicite. Enemies do not have set Strength stats, rather, their Strength is determined randomly at the beginning of battle, and is between 56 and 63.

Speed
Speed increases the rate at which the ATB gauge fills. It can be increased only by the Cactuar and Odin magicite. The Speed stat + 20, in addition to any Haste or Slow status, will add to the equation determining that rate at which it is filled; these statuses are calculated independently of the Speed stat.

Stamina
Stamina increases the chance to survive against Instant Death attacks, the amount they are healed by Regen, the amount of damage dealt by Poison and Sap, and the amount of healing per step done by Tintinabulum.

Like Strength, enemies do not have a Stamina stat, but it is not randomly selected. In its place, it is calculated as follows: $$\mbox{Stamina} = \frac{\mbox{Max HP}}{512} + 16$$

If the above calculation exceeds 40, the number becomes 40 instead.

Magic
Also known as Mag. Pwr., Magic increases damage done by magical attacks. Unlike Strength, it can exceed 128. It is multiplied with the magic spell's Spell Power and the users' level into account when calculating damage.

Attack
Also known as Batt. Pwr., Attack is based on weapons equipped - or the enemies' in-built battle stats - and along with the level and Strength, increases damage dealt by physical attacks, adding to the damage calculation equation.

Defense
Also known as Def., Defense reduces the damage dealt by physical attacks, factoring negatively into a damage modification of the damage calculation at the end. The modification is ignored if the attack is Defense-ignoring.

$$(Damage * (255 - Defense) / 256) + 1$$

The +1 at the end ensures that an attack never deals 0 damage, and can always deal at least 1 damage.

Evasion
Also known as Evade%, Evasion can increase the chances of an attack missing. It factors into the equation determining the miss chance before the equation reducing the miss chance which involves the Hit Rate. It calculates the miss value as follows:

$$BlockValue = (255 - Magic Defense * 2) + 1$$

If this is greater than 255, it will instead be 255; if this is less than 1, it will instead be 1.

In the original SNES release, Evade% was bugged and did not work, with MBlock working in place of it; this was rectified in later releases and Evasion now works for physical attacks.

Magic Defense
Magic Defense functions identically to Defense in the calculations, but for a different type of damage.

Magic Evasion
Magic Evasion, or MBlock, increases the chance of a magic attack failing to connect. Much like Evasion, it factors into the equation determining the miss chance before the equation reducing the miss chance which involves the Hit Rate. It calculates the miss value as follows:

$$BlockValue = (255 - Magic Defense * 2) + 1$$

If this is greater than 255, it will instead be 255; if this is less than 1, it will instead be 1.

In the original SNES release, MBlock was calculated in every single equation determining hit and miss chances and Evade% was redundant, but this is rectified in later releases.

Hit Rate
Hit Rate can be used to reduce the chance of an attack missing. If the Hit Rate multiplied by the miss value (determined by either Evasion or Magic Evasion) and divided by 256 is greater than a randomly generated number between 0 and 99, then an attack connects; if the Hit Rate is 255, it always connects. To illustrate:

$$((Hit Rate * BlockValue) / 256) > [0..99] = Hit$$

EXP
Awarded after battle, EXP will increase a characters' level.

AP
Awarded after battle, the AP allow the character to learn spells of their equipped magicite.