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{{Expand|FFD|FFCC|FFCC|FFCC|FFT|FFT|XIII2|FFXI|X2|FFX|VIICC|VIIDoC|VIIBC|Info on formulas in each game, different characters and jobs, etc}}
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'''Accuracy''' {{J|命中|Meichuu}}, usually abbreviated as '''ACC''' and also known as '''Hit''', '''Hit Rate''', '''Precision''', and '''Attack%''', is a recurring [[stats|stat]] in the [[Final Fantasy series|''Final Fantasy'' series]]. It helps determine the rate most attacks connect. Accuracy is generally compared against [[Evasion]] and [[Luck (stat)|Luck]] to determine hits and misses. Unlike physical attacks, [[Magic (term)|magic spells]] usually have a set Hit Rate, except in ''[[Final Fantasy XI]]'' that uses a [[Magic Accuracy]] concept.
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{{sideicon|FFXIII}}
 
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{{Expand|Info on formulas in each game, different characters and jobs, etc}}
 
'''Accuracy''', usually abbreviated as '''ACC''' and also known as '''Hit Rate''' or '''Precision''', is a recurring stat in the ''[[Final Fantasy (Series)|Final Fantasy]]'' series. Having a higher Accuracy can increase the likelihood that the player's attack will connect. Accuracy is generally compared against [[Evasion]] and [[Luck (Stat)|Luck]] to determine hits and misses. Unlike physical attacks, [[Magic (Term)|magic spells]] usually have a set Hit Rate, except in ''[[Final Fantasy XI]]'' that uses a [[Magic Accuracy]] concept.
 
   
Spells, like [[Blind (Ability)|Blind]], can significantly lower Accuracy. Other effects, like [[Bard]]'s [[Madrigal]] songs can increase Accuracy. Equipment can do the same. The maximum value for Accuracy is 255%. At this value, the attack will never miss, but weapons with such high Accuracy are often rare.
+
Some [[status effect]]s, like [[Blind (ability)|Blind]], can significantly lower Accuracy. Other effects, like [[Bard (job)|Bard's]] [[Madrigal]] songs can increase Accuracy. Equipment can do the same. The maximum value for Accuracy is commonly 255%. At this value, the attack will never miss, but weapons with such high Accuracy are often rare.
   
==Appearances==
+
== Appearances ==
===''[[Final Fantasy]]''===
+
=== ''[[Final Fantasy]]'' ===
Accuracy raises each time a character gains a level and maxes out at 99.
+
Accuracy rises each time a character gains a [[level]] and maxes out at 99.
   
 
Formula for Hit%:
 
Formula for Hit%:
*For Warrior/Knight/Monk/Master:
+
* For Warrior/Knight/Monk/Master:
 
:<math>Hit%=(Initial Value At LV 1)+(3x(LV-1)</math>
 
:<math>Hit%=(Initial Value At LV 1)+(3x(LV-1)</math>
   
*For Thief/Ninja/Red Mage/Red Wizard:
+
* For Thief/Ninja/Red Mage/Red Wizard:
 
:<math>Hit%=(Initial Value At LV 1)+(2x(LV-1)</math>
 
:<math>Hit%=(Initial Value At LV 1)+(2x(LV-1)</math>
   
Line 24: Line 19:
 
:<math>Hit%=(Initial Value At LV 1)+(LV-1)</math>
 
:<math>Hit%=(Initial Value At LV 1)+(LV-1)</math>
   
===''[[Final Fantasy II]]''===
+
=== ''[[Final Fantasy II]]'' ===
  +
Accuracy is divided into a number and a percentage. The first number is how many hits the character can land and is based on their skill level with the equipped [[Final Fantasy II weapons|weapon]], while the percentage is determined by the equipped weapon's Accuracy value plus the character's [[Strength]] stat. Each weapon factors Accuracy individually, although only the Accuracy of the weapon in the character's main hand is displayed.
In ''Final Fantasy II'', Accuracy is determined by the equipped in the "Master Hand", and the weapon Skill level.
 
   
 
=== ''[[Final Fantasy III]]'' ===
For example, [[Leila]] is left-handed, then, the skill level of the type of weapon equipped in the left hand will be determined the accuracy.
 
 
Accuracy rises every four levels a character goes up and maxes out at 99.
   
 
Agility is also related to Accuracy.
If Leila skill sword level is 9, and, axes level is 7, to equip two swords, the minimum accuracy is 9%, then, to equip two axes, the minimum accuracy is 7%.
 
 
If Leila equips a sword in her left hand, and an axe in her right hand, the minimum precision is 9%, then, if you equip an axe in her left hand and a sword in her right hand, its accuracy minimum will be 7%.
 
 
===''[[Final Fantasy III]]''===
 
Accuracy rises in Final Fantasy III every four levels a character goes up it maxes out at 99.
 
 
Agility is also related to Accuracy in some way.
 
 
:<math>Attack Multiplier=(Agility/16)+(Level/16)+1</math>
 
:<math>Attack Multiplier=(Agility/16)+(Level/16)+1</math>
 
:<math>Hit%=(Weapon Hit%)+(Agility/4)+(Skill/4)</math>
 
:<math>Hit%=(Weapon Hit%)+(Agility/4)+(Skill/4)</math>
   
Agility also affects defense:
+
Agility also affects Defense:
*(With Shield)
+
* (With Shield)
 
:<math>Defense Multiplier=((Agility/16)+(Level/16)+1)*(Number Of Shields Equipped)</math>
 
:<math>Defense Multiplier=((Agility/16)+(Level/16)+1)*(Number Of Shields Equipped)</math>
   
*(Without Shield)
+
* (Without Shield)
 
:<math>Defense Multiplier=(Agility/32)+(Level/32)</math>
 
:<math>Defense Multiplier=(Agility/32)+(Level/32)</math>
   
Line 52: Line 41:
 
And Magic Defense:
 
And Magic Defense:
 
:<math>Magic Defense Multiplier=(Agility/32)+(Intellect/32)+(Spirit/32)</math>
 
:<math>Magic Defense Multiplier=(Agility/32)+(Intellect/32)+(Spirit/32)</math>
*Note: Agility does not affect the Steal rate.
+
* Note: Agility does not affect the [[Steal]] rate.
   
===''[[Final Fantasy IV]]''===
+
=== ''[[Final Fantasy IV]]'' ===
Accuracy (Called Speed) is gained each time a character levels up, it maxes at 99%.
+
Accuracy (called Speed) is gained each time a character levels up. It maxes at 99%.
   
 
Formula for Accuracy:
 
Formula for Accuracy:
 
:<math>( 50 + [Lv/4] + WpAcc )</math>
 
:<math>( 50 + [Lv/4] + WpAcc )</math>
   
====''[[Final Fantasy IV -Interlude-]]''====
+
==== ''[[Final Fantasy IV -Interlude-]]'' ====
  +
Accuracy is determined by the weapon the character has equipped.
Accuracy returns in the sequel to ''Final Fantasy IV'', and works the same way as it did in that game.
 
   
====''[[Final Fantasy IV: The After Years]]''====
+
==== ''[[Final Fantasy IV: The After Years]]'' ====
Accuracy is calculated the same way as has its predecessors, meaning that accuracy is determined by the weapon the character has equipped.
+
Accuracy is determined by the weapon the character has equipped.
   
===''[[Final Fantasy V]]''===
+
=== ''[[Final Fantasy V]]'' ===
Each job changes the modifications of the stats, so Accuracy never grows it is only modified. Accuracy affects Hit% which must be greater than the enemies Evade% to land an attack.
+
Each [[Final Fantasy V jobs|job]] changes the stat modifications and so Accuracy never grows, it is only modified. Accuracy affects Hit%, which must be greater than the enemies' Evade% to land an attack.
   
===''[[Final Fantasy VI]]''===
+
=== ''[[Final Fantasy VI]]'' ===
Due to the [[Evade Bug]] the versions prior to the ''Advance'' port were glitched what it comes to the characters' hit rate, such as preventing [[Status Effect|status effects]] from actually lowering the afflicted character's hit rate.
+
Due to the [[Evade bug]] in the versions prior to the ''[[Finest Fantasy for Advance|Advance]]'' port, characters' hit rate was glitched, such as preventing status effects from lowering the afflicted character's hit rate.
   
  +
For normal attacks, if the target has [[Sleep (status)|Sleep]], [[Petrify (status)|Petrify]], [[Stop (status)|Stop]], or [[Freeze (status)|Freeze]] status, the attack will always hit. If the attack is physical and hits the back of the target, it will never miss. If a physical attack hits a target that has the [[Blink (status)|Image]] status, the attack will miss, and there is a 1 in 4 chance of removing the Image status.
Accuracy largely only comes into play when using magical attacks, and is not a stat represented on the stat screen, and as such it cannot be increased with equipment. Both physical and magical attacks take accuracy into account. Magic attacks have varying accuracy levels and some are unblockable, hitting with a 100% success rate.
 
   
  +
If a magical attack hits a target that has the [[Invisible (status)|Invisible]] status, the attack will always hit. This led to the [[Vanish-Doom bug]] in earlier versions.
Are all special abilities save for the [[Bushido]] command Oblivion are unblockable, including [[Jump (Ability)|Jump]] attacks and [[Desperation Attack]]s. The [[Relic (Final Fantasy VI)#Sniper Eye|Sniper Eye]] Relic makes all physical blows from the equipped character hit with 100% accuracy.
 
   
===''[[Final Fantasy VII]]''===
+
=== ''[[Final Fantasy VII]]'' ===
Formula for Hit%:
+
Formula for Attack%:
 
:<math>Hit\% = ([Attacker's Dexterity / 4] + Attack\%) + Attacker's Defense\% - Target's Defense\%</math>
 
:<math>Hit\% = ([Attacker's Dexterity / 4] + Attack\%) + Attacker's Defense\% - Target's Defense\%</math>
   
Formula for Hit% if the player is under [[Fury (Status)|Fury]]:
+
Formula for Attack% if the player is under [[Fury (status)|Fury]]:
:<Math>Hit\% = Hit\% - [Hit\% * 3 / 10]</math>
+
:<math>Hit\% = Hit\% - [Hit\% * 3 / 10]</math>
   
The characters' accuracy is determined by their equipped weapon. There are four weapons in the game with perfect (255) accuracy: [[Tifa Lockhart|Tifa]]'s [[List of Final Fantasy VII Weapons#God's Hand|God's Hand]], [[Vincent Valentine|Vincent]]'s [[List of Final Fantasy VII Weapons#Long Barrel R|Long Barrel R]] and [[List of Final Fantasy VII Weapons#Sniper CR|Sniper CR]], and [[Sephiroth (Final Fantasy VII)|Sephiroth]]'s [[List of Final Fantasy VII Weapons#Masamune|Masamune]] (which also has perfect [[Critical Hit#Final Fantasy VII|critical hit]] chance).
+
The characters' Attack% is determined by their equipped weapon. There are four weapons with perfect (255) accuracy: [[Tifa (Final Fantasy VII party member)|Tifa's]] [[God's Hand (Final Fantasy VII)|God's Hand]], [[Vincent (Final Fantasy VII party member)|Vincent's]] [[Final Fantasy VII weapons#Long Barrel R|Long Barrel R]] and [[Final Fantasy VII weapons#Sniper CR|Sniper CR]], and [[Sephiroth (Final Fantasy VII party member)|Sephiroth's]] [[Masamune (Final Fantasy VII)|Masamune]] (which also has perfect [[critical hit#Final Fantasy VII|critical hit]] chance).
   
====''[[Before Crisis -Final Fantasy VII-]]''====
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==== ''[[Before Crisis -Final Fantasy VII-]]'' ====
{{Sec-stub|Before Crisis -Final Fantasy VII-}}
+
{{Section|Before Crisis -Final Fantasy VII-}}
   
====''[[Dirge of Cerberus -Final Fantasy VII-]]''====
+
==== ''[[Dirge of Cerberus -Final Fantasy VII-]]'' ====
{{Sec-stub|Dirge of Cerberus -Final Fantasy VII-}}
+
{{Section|Dirge of Cerberus -Final Fantasy VII-}}
   
====''[[Crisis Core -Final Fantasy VII-]]''====
+
==== ''[[Crisis Core -Final Fantasy VII-]]'' ====
{{Sec-stub|Crisis Core -Final Fantasy VII-}}
+
{{Section|Crisis Core -Final Fantasy VII-}}
   
===''[[Final Fantasy VIII]]''===
+
=== ''[[Final Fantasy VIII]]'' ===
[[Squall Leonhart|Squall]] and [[Seifer Almasy|Seifer]] have natural 255% accuracy due to equipping [[gunblade]]s, which means they will never miss. [[Selphie Tilmitt|Selphie]]'s ultimate weapon, the Strange Vision, also has natural 255% hit rate. Other characters can [[Junction System|junction]] [[Guardian Force]]s that have the Hit-J junction ability to junction spells to their Hit to improve their accuracy.
+
A Hit stat of 255 allows characters to bypass accuracy checks, which means they will never miss. [[Squall Leonhart/Gameplay|Squall]] and [[Seifer Almasy/Gameplay|Seifer]] naturally have 255 Hit due to equipping [[Gunblade (weapon type)|gunblades]]. [[Selphie Tilmitt/Gameplay|Selphie's]] [[Ultimate weapon (term)|ultimate weapon]], the [[Final Fantasy VIII weapons#Strange Vision|Strange Vision]], also has natural 255 Hit. Other characters can [[Junction system|junction]] [[Guardian Force]]s that have the Hit-J junction ability to junction [[Magic (Final Fantasy VIII)|spells]] to their Hit to improve their accuracy.
   
===''[[Final Fantasy IX]]''===
+
=== ''[[Final Fantasy IX]]'' ===
If the attacker has Accuracy+, their attacks never miss.
+
If the attacker has [[Final Fantasy IX support abilities#Accuracy+|Accuracy+]], their attacks never miss.
   
Otherwise, a physical attack's accuracy is 100% - the target's Evade, but the 100% can be halved to 50% - Evade, 25% - Evade, or even 12.5% - Evade by the attacker's statuses [[Confuse (Status)|Confuse]] and [[Blind (Status)|Darkness]], or if the defender's status is [[Defend]]. It is dropped to 0% automatically if the target has [[Invisible (Status)|Vanished]].
+
Otherwise, a physical attack's accuracy is 100% - the target's Evade, but the 100% can be halved to 50% - Evade, 25% - Evade, or even 12.5% - Evade by the attacker's statuses [[Confuse (status)|Confuse]] and [[Blind (status)|Darkness]], or if the defender's status is [[Defend (status)|Defend]]. It drops to 0% if the target has [[Invisible (status)|Vanished]].
   
  +
If a party member has [[Final Fantasy IX support abilities#Distract|Distract]] equipped enemies' physical attack accuracy against them is halved.
===''[[Final Fantasy X]]''===
 
  +
Accuracy is one of the stats that govern the chances of successfully land a physical attack on the opponent, the other stats being the target's [[Evasion]] stat and both unit's [[Luck (Stat)|Luck]] stat.
 
 
=== ''[[Final Fantasy X]]'' ===
 
Accuracy is one of the stats that govern the chances of successfully land a physical attack on the opponent, the other stats being the target's [[Evasion]] stat and both units' [[Luck (stat)|Luck]] stat.
   
 
For player characters, the following intermediary equation is used to determine the integer AcNum:
 
For player characters, the following intermediary equation is used to determine the integer AcNum:
Line 109: Line 100:
   
 
AcNum is then converted into Accuracy%, the chance of the attack hitting before Luck is taken into account, using the following table:
 
AcNum is then converted into Accuracy%, the chance of the attack hitting before Luck is taken into account, using the following table:
{|class="table"
+
{|class="FFX article-table"
|- class="FFXa"
+
|-class="a"
 
!AcNum
 
!AcNum
 
!Accuracy%
 
!Accuracy%
 
|-
 
|-
|0 or lower
+
!class="b"|0 or lower
 
|25
 
|25
 
|-
 
|-
|1 or 2
+
!class="b"|1 or 2
 
|30
 
|30
 
|-
 
|-
|3 or 4
+
!class="b"|3 or 4
 
|40
 
|40
 
|-
 
|-
  +
!class="b"|5
|5
 
 
|50
 
|50
 
|-
 
|-
  +
!class="b"|6
|6
 
 
|60
 
|60
 
|-
 
|-
  +
!class="b"|7
|7
 
 
|80
 
|80
 
|-
 
|-
|8 or greater
+
!class="b"|8 or greater
 
|100
 
|100
 
|}
 
|}
If the character is afflicted with [[Blind (Status)|Darkness]], Accuracy% is always 10, regardless of AcNum.
+
If the character is afflicted with [[Blind (status)|Darkness]], Accuracy% is always 10, regardless of AcNum.
   
It should also be noted that if the target's Evasion is 111 or higher, Accuracy% will never be higher than 25 regardless of the attacker's Accuracy.
+
If the target's Evasion is 111 or higher, Accuracy% will never be higher than 25 regardless of the attacker's Accuracy unless the attacker has used the special ability [[Aim (ability)|Aim]].
   
 
For enemies, Accuracy% is calculated using the following formula:
 
For enemies, Accuracy% is calculated using the following formula:
Line 147: Line 138:
 
:<math>Hit% =Accuracy%+AttackerLuck-TargetLuck</math>
 
:<math>Hit% =Accuracy%+AttackerLuck-TargetLuck</math>
   
On the [[Sphere Grid]], The player can activate Accuracy nodes by spending Speed Spheres, and create new Accuracy nodes by using Accuracy Spheres. Speed Spheres are a common drop from many enemies, while Accuracy Spheres can be obtained by defeating [[Hornet (Final Fantasy X)|Hornet]].
+
On the [[Sphere Grid]], the player can activate Accuracy nodes by spending [[Final Fantasy X items#Speed Sphere|Speed Spheres]], and create new Accuracy nodes by using [[Final Fantasy X items#Accuracy Sphere|Accuracy Spheres]]. Speed Spheres are a common [[item drop|drop]] from many enemies, while Accuracy Spheres can be obtained by defeating [[Hornet (Final Fantasy X)|Hornet]].
   
  +
An Accuracy stat of 255 does not guarantee connection to all targets.
====''[[Final Fantasy X-2]]''====
 
  +
 
==== ''[[Final Fantasy X-2]]'' ====
 
Accuracy is a percentage value of a character's hit rate.
 
Accuracy is a percentage value of a character's hit rate.
   
 
The color for Accuracy gauge in menu is red.
 
The color for Accuracy gauge in menu is red.
{{Sec-stub|Final Fantasy X-2}}
+
{{Section|Final Fantasy X-2}}
   
===''[[Final Fantasy XI]]''===
+
==== ''[[Final Fantasy X-2: Last Mission]]'' ====
{{Sec-stub|Final Fantasy XI}}
+
{{Section|Final Fantasy X-2: Last Mission}}
   
===''[[Final Fantasy XII]]''===
+
=== ''[[Final Fantasy XI]]'' ===
  +
Accuracy is compared with an enemy's evasion to determine whether or not a character will land their next melee attack. Primarily, accuracy is affected by a character's combat skill and DEX attribute, while equipment, food, effects and traits can modify it further.
Hit % of normal attacks are usually determined only by the target's evasion, however there are a few exceptions which are only calculated if the normal evasion routine would have resulted in a hit.
 
*Any character under [[Blind (Status)|Blind]] has a 50% chance of missing.
 
*During inclement weather (wind, rain, etc.), Bows have a 20% chance of missing, and Crossbows a 50% chance.
 
   
====''[[Final Fantasy XII: Revenant Wings]]''====
+
=== ''[[Final Fantasy XII]]'' ===
 
Hit % of normal attacks are usually determined only by the target's Evasion, however there are a few exceptions only calculated if the normal evasion routine would have resulted in a hit.
{{Sec-stub|Final Fantasy XII: Revenant Wings}}
 
 
* Any character under [[Blind (status)|Blind]] has a 50% chance of missing.
 
* During inclement [[weather]] (wind, rain, etc), bows have a 20% chance of missing, and crossbows a 50% chance.
   
===''[[Final Fantasy XIII]]''===
+
==== ''[[Final Fantasy XII: Revenant Wings]]'' ====
 
{{Section|Final Fantasy XII: Revenant Wings}}
Generally, all physical attacks hit the enemy due to most character have weapons which are ranged by default or can transform into a ranged weapon. When a Note reading "''Frequently evades attacks''" unlocks for a specific enemy type, [[Commando (Final Fantasy XIII)|Commandos]] and [[Ravager (Final Fantasy XIII)|Ravagers]] will most likely use magic spells to hit the enemy.
 
{{Sec-stub|Final Fantasy XIII}}
 
   
====''[[Final Fantasy XIII-2]]''====
+
=== ''[[Final Fantasy XIII]]'' ===
 
The game has no accuracy stat. Generally, all physical attacks hit due to most characters having weapons which are ranged by default, or can transform into a ranged weapon. When a note reading "Frequently evades attacks" unlocks for a specific enemy type, [[Commando (Final Fantasy XIII)|Commandos]] and [[Ravager (Final Fantasy XIII)|Ravagers]] will most likely use magic.
Both [[Serah Farron]] and [[Noel Kreiss]]'s weapons are designed for both, melee and ranged attacks. Serah's bowsword changes into bow mode and Noel's dual swords changes into a javelin when either of characters is to attack a distant character, like the [[Paradox Alpha]]. If [[Paradigm Pack]] ally is a [[Commando (Final Fantasy XIII-2)|Commando]] monster is to attack a ranged target, it will use [[Ruin (Ability)|Ruin]] as most of them are grounded types, same goes to [[Ravager (Final Fantasy XIII-2)|Ravagers]] and [[Saboteur (Final Fantasy XIII-2)|Saboteurs]] who will prioritize magic spells for ranged targets.
 
{{Sec-stub|Final Fantasy XIII-2}}
 
   
===''[[Final Fantasy XIV]]''===
+
==== ''[[Final Fantasy XIII-2]]'' ====
 
[[Serah Farron/Gameplay|Serah]] and [[Noel Kreiss/Gameplay|Noel's]] weapons are designed for both, melee and ranged attacks. Serah's bowsword changes into bow mode and Noel's dual swords change into a javelin when they are to attack a distant target, like the [[Paradox Alpha]]. If [[Paradigm Pack]] ally is a [[Commando (Final Fantasy XIII-2)|Commando]] monster who is to attack a ranged target, it will use [[Ruin (ability)|Ruin]], as most of them are grounded types. The same goes to [[Ravager (Final Fantasy XIII-2)|Ravagers]] and [[Saboteur (Final Fantasy XIII-2)|Saboteurs]] who will prioritize magic for ranged targets.
{{Sec-stub|Final Fantasy XIV}}
 
   
===''[[Final Fantasy Tactics]]''===
+
=== ''[[Final Fantasy XIV]]'' ===
  +
Accuracy is a secondary stat that reduces the chance of spell or weaponskill missing its target. Accuracy as a stat was replaced in 4.0 by [[Direct Hit (Final Fantay XIV)|Direct Hit]], exclusive to DPS gear, however, it can be melded to tank and healer gear. Gear released prior to 4.0 can still have natural Direct Hit regardless of role.
{{Sec-stub|Final Fantasy Tactics}}
 
   
===''[[Final Fantasy Tactics Advance]]''===
+
=== ''[[Final Fantasy Tactics]]'' ===
{{Sec-stub|Final Fantasy Tactics Advance}}
+
{{Section|Final Fantasy Tactics}}
   
====''[[Final Fantasy Tactics A2: Grimoire of the Rift]]''====
+
=== ''[[Final Fantasy Tactics Advance]]'' ===
  +
The chance of any offensive ability hitting depends on the direction the target is facing. If the target is facing whatever unit is using the ability, the chance of it hitting is half as much as if the target has their back to the unit using the ability. If the target has their side to the unit using the ability, the chance of hitting is halfway between the chance of hitting the target from the front and from the back.
{{Sec-stub|Final Fantasy Tactics A2: Grimoire of the Rift}}
 
   
  +
Positive abilities, such as healing or buffing abilities, have a guaranteed chance of hitting the target, regardless of facing.
===''[[Final Fantasy Mystic Quest]]''===
 
  +
 
==== ''[[Final Fantasy Tactics A2: Grimoire of the Rift]]'' ====
  +
Accuracy is unaffected by facing, with the exception of some of [[Ahriman (Tactics A2)|Ahriman's]] [[Ahriman (Tactics A2)#Enthrallment|Enthrallment]] abilities, which require the target to be facing the user to hit.
  +
 
=== ''[[Final Fantasy Mystic Quest]]'' ===
 
The higher the number, the more chances on landing a hit on the enemy.
 
The higher the number, the more chances on landing a hit on the enemy.
   
===''[[Final Fantasy Crystal Chronicles]]''===
+
=== ''[[Final Fantasy Legend III]]'' ===
  +
The Hit stat affects the precision of weapons, [[Talent]], and Magic.
{{Sec-stub|Final Fantasy Crystal Chronicles}}
 
  +
 
=== ''[[Final Fantasy Crystal Chronicles]]'' ===
 
{{Section|Final Fantasy Crystal Chronicles}}
  +
 
==== ''[[Final Fantasy Crystal Chronicles: Ring of Fates]]'' ====
 
{{Section|Final Fantasy Crystal Chronicles: Ring of Fates}}
  +
 
==== ''[[Final Fantasy Crystal Chronicles: Echoes of Time]]'' ====
  +
{{Section|Final Fantasy Crystal Chronicles: Echoes of Time}}
   
====''[[Final Fantasy Crystal Chronicles: Ring of Fates]]''====
+
==== ''[[Final Fantasy Crystal Chronicles: The Crystal Bearers]]'' ====
  +
Range is one of [[Layle]]'s five stats, can be increased by equipping accessories. The Range stat determines the distance from which Layle can lock-on to a target. It is represented by the [[Wind (element)|wind element]].
{{Sec-stub|Final Fantasy Crystal Chronicles: Ring of Fates}}
 
   
====''[[Final Fantasy Crystal Chronicles: Echoes of Time]]''====
+
=== ''[[Final Fantasy Dimensions]]'' ===
 
Physical attacks have a chance to miss against some monsters (particularly [[Cactuar]]s). Some abilities, such as the [[Ranger (Dimensions)|Ranger's]] [[Aim (ability)|Precise Shot]] ability and the [[Final Heaven (ability)|Final Heaven]], Midareiyuki and Phantom Rush [[Fusion Ability|F-Abilities]] are guaranteed to hit.
{{Sec-stub|Final Fantasy Crystal Chronicles: Echoes of Time}}
 
   
====''[[Final Fantasy Crystal Chronicles: The Crystal Bearers]]''====
+
=== ''[[Bravely Default]]'' ===
 
{{Section|Bravely Default}}
{{Sec-stub|Final Fantasy Crystal Chronicles: The Crystal Bearers}}
 
   
===''[[Final Fantasy Dimensions]]''===
+
=== ''[[Final Fantasy Explorers]]'' ===
  +
P-Accuracy: accuracy of physical attacks.
Physical attacks have a chance to miss against some monsters (particularly [[Cactuar]]s). Some abilities, such as the [[Ranger (Dimensions)|Ranger]]'s [[Aim|Precise Shot]] ability and the [[Final Heaven (Ability)|Final Heaven]], Midareiyuki and Phantom Rush [[Fusion Ability|F-Abilities]] are guaranteed to hit.
 
{{Sec-stub|Final Fantasy Dimensions}}
 
   
  +
M-Accuracy: accuracy of magical attacks.
===''[[Bravely Default]]''===
 
 
{{Section|Final Fantasy Explorers}}
{{Sec-stub|Bravely Default}}
 
   
{{Stats}}
+
{{navbox stats}}
[[Category:Stats]]
+
[[Category:Recurring stats]]

Revision as of 21:05, 10 April 2020

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Cid Pollendina: Oh, shut up and help me remodel the Accuracy page!
Please expand this article into a full one. The following tasks need to be completed:
  • Info on formulas in each game, different characters and jobs, etc.

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Accuracy (命中, Meichuu?), usually abbreviated as ACC and also known as Hit, Hit Rate, Precision, and Attack%, is a recurring stat in the Final Fantasy series. It helps determine the rate most attacks connect. Accuracy is generally compared against Evasion and Luck to determine hits and misses. Unlike physical attacks, magic spells usually have a set Hit Rate, except in Final Fantasy XI that uses a Magic Accuracy concept.

Some status effects, like Blind, can significantly lower Accuracy. Other effects, like Bard's Madrigal songs can increase Accuracy. Equipment can do the same. The maximum value for Accuracy is commonly 255%. At this value, the attack will never miss, but weapons with such high Accuracy are often rare.

Appearances

Final Fantasy

Accuracy rises each time a character gains a level and maxes out at 99.

Formula for Hit%:

  • For Warrior/Knight/Monk/Master:
  • For Thief/Ninja/Red Mage/Red Wizard:
For White Mage/White Wizard/Black Mage/Black Wizard:

Final Fantasy II

Accuracy is divided into a number and a percentage. The first number is how many hits the character can land and is based on their skill level with the equipped weapon, while the percentage is determined by the equipped weapon's Accuracy value plus the character's Strength stat. Each weapon factors Accuracy individually, although only the Accuracy of the weapon in the character's main hand is displayed.

Final Fantasy III

Accuracy rises every four levels a character goes up and maxes out at 99.

Agility is also related to Accuracy.

Agility also affects Defense:

  • (With Shield)
  • (Without Shield)

And Evasion:

And Magic Defense:

  • Note: Agility does not affect the Steal rate.

Final Fantasy IV

Accuracy (called Speed) is gained each time a character levels up. It maxes at 99%.

Formula for Accuracy:

Final Fantasy IV -Interlude-

Accuracy is determined by the weapon the character has equipped.

Final Fantasy IV: The After Years

Accuracy is determined by the weapon the character has equipped.

Final Fantasy V

Each job changes the stat modifications and so Accuracy never grows, it is only modified. Accuracy affects Hit%, which must be greater than the enemies' Evade% to land an attack.

Final Fantasy VI

Due to the Evade bug in the versions prior to the Advance port, characters' hit rate was glitched, such as preventing status effects from lowering the afflicted character's hit rate.

For normal attacks, if the target has Sleep, Petrify, Stop, or Freeze status, the attack will always hit. If the attack is physical and hits the back of the target, it will never miss. If a physical attack hits a target that has the Image status, the attack will miss, and there is a 1 in 4 chance of removing the Image status.

If a magical attack hits a target that has the Invisible status, the attack will always hit. This led to the Vanish-Doom bug in earlier versions.

Final Fantasy VII

Formula for Attack%:

Formula for Attack% if the player is under Fury:

The characters' Attack% is determined by their equipped weapon. There are four weapons with perfect (255) accuracy: Tifa's God's Hand, Vincent's Long Barrel R and Sniper CR, and Sephiroth's Masamune (which also has perfect critical hit chance).

Before Crisis -Final Fantasy VII-

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Dirge of Cerberus -Final Fantasy VII-

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Crisis Core -Final Fantasy VII-

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Final Fantasy VIII

A Hit stat of 255 allows characters to bypass accuracy checks, which means they will never miss. Squall and Seifer naturally have 255 Hit due to equipping gunblades. Selphie's ultimate weapon, the Strange Vision, also has natural 255 Hit. Other characters can junction Guardian Forces that have the Hit-J junction ability to junction spells to their Hit to improve their accuracy.

Final Fantasy IX

If the attacker has Accuracy+, their attacks never miss.

Otherwise, a physical attack's accuracy is 100% - the target's Evade, but the 100% can be halved to 50% - Evade, 25% - Evade, or even 12.5% - Evade by the attacker's statuses Confuse and Darkness, or if the defender's status is Defend. It drops to 0% if the target has Vanished.

If a party member has Distract equipped enemies' physical attack accuracy against them is halved.

Final Fantasy X

Accuracy is one of the stats that govern the chances of successfully land a physical attack on the opponent, the other stats being the target's Evasion stat and both units' Luck stat.

For player characters, the following intermediary equation is used to determine the integer AcNum:

AcNum is then converted into Accuracy%, the chance of the attack hitting before Luck is taken into account, using the following table:

AcNum Accuracy%
0 or lower 25
1 or 2 30
3 or 4 40
5 50
6 60
7 80
8 or greater 100

If the character is afflicted with Darkness, Accuracy% is always 10, regardless of AcNum.

If the target's Evasion is 111 or higher, Accuracy% will never be higher than 25 regardless of the attacker's Accuracy unless the attacker has used the special ability Aim.

For enemies, Accuracy% is calculated using the following formula:

Where SkillAccuracy is an integer tied to the enemy ability used.

Finally, for both characters and enemies, Hit%, the actual chance of the attack being successful expressed as a percentage, is calculated as follows:

On the Sphere Grid, the player can activate Accuracy nodes by spending Speed Spheres, and create new Accuracy nodes by using Accuracy Spheres. Speed Spheres are a common drop from many enemies, while Accuracy Spheres can be obtained by defeating Hornet.

An Accuracy stat of 255 does not guarantee connection to all targets.

Final Fantasy X-2

Accuracy is a percentage value of a character's hit rate.

The color for Accuracy gauge in menu is red.

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Final Fantasy X-2: Last Mission

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Final Fantasy XI

Accuracy is compared with an enemy's evasion to determine whether or not a character will land their next melee attack. Primarily, accuracy is affected by a character's combat skill and DEX attribute, while equipment, food, effects and traits can modify it further.

Final Fantasy XII

Hit % of normal attacks are usually determined only by the target's Evasion, however there are a few exceptions only calculated if the normal evasion routine would have resulted in a hit.

  • Any character under Blind has a 50% chance of missing.
  • During inclement weather (wind, rain, etc), bows have a 20% chance of missing, and crossbows a 50% chance.

Final Fantasy XII: Revenant Wings

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Final Fantasy XIII

The game has no accuracy stat. Generally, all physical attacks hit due to most characters having weapons which are ranged by default, or can transform into a ranged weapon. When a note reading "Frequently evades attacks" unlocks for a specific enemy type, Commandos and Ravagers will most likely use magic.

Final Fantasy XIII-2

Serah and Noel's weapons are designed for both, melee and ranged attacks. Serah's bowsword changes into bow mode and Noel's dual swords change into a javelin when they are to attack a distant target, like the Paradox Alpha. If Paradigm Pack ally is a Commando monster who is to attack a ranged target, it will use Ruin, as most of them are grounded types. The same goes to Ravagers and Saboteurs who will prioritize magic for ranged targets.

Final Fantasy XIV

Accuracy is a secondary stat that reduces the chance of spell or weaponskill missing its target. Accuracy as a stat was replaced in 4.0 by Direct Hit, exclusive to DPS gear, however, it can be melded to tank and healer gear. Gear released prior to 4.0 can still have natural Direct Hit regardless of role.

Final Fantasy Tactics

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Final Fantasy Tactics Advance

The chance of any offensive ability hitting depends on the direction the target is facing. If the target is facing whatever unit is using the ability, the chance of it hitting is half as much as if the target has their back to the unit using the ability. If the target has their side to the unit using the ability, the chance of hitting is halfway between the chance of hitting the target from the front and from the back.

Positive abilities, such as healing or buffing abilities, have a guaranteed chance of hitting the target, regardless of facing.

Final Fantasy Tactics A2: Grimoire of the Rift

Accuracy is unaffected by facing, with the exception of some of Ahriman's Enthrallment abilities, which require the target to be facing the user to hit.

Final Fantasy Mystic Quest

The higher the number, the more chances on landing a hit on the enemy.

Final Fantasy Legend III

The Hit stat affects the precision of weapons, Talent, and Magic.

Final Fantasy Crystal Chronicles

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Final Fantasy Crystal Chronicles: Ring of Fates

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Final Fantasy Crystal Chronicles: Echoes of Time

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Final Fantasy Crystal Chronicles: The Crystal Bearers

Range is one of Layle's five stats, can be increased by equipping accessories. The Range stat determines the distance from which Layle can lock-on to a target. It is represented by the wind element.

Final Fantasy Dimensions

Physical attacks have a chance to miss against some monsters (particularly Cactuars). Some abilities, such as the Ranger's Precise Shot ability and the Final Heaven, Midareiyuki and Phantom Rush F-Abilities are guaranteed to hit.

Bravely Default

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Final Fantasy Explorers

P-Accuracy: accuracy of physical attacks.

M-Accuracy: accuracy of magical attacks.

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