50,131
pages

Hit (ヒット数, Hittosuu?) is a recurring term in the Final Fantasy series. First appearing in the original Final Fantasy, Hit tells the player how many times a unit strikes the enemy on their turn. Each hit inflicts a certain amount of damage, but the damage is tallied up and the total amount of damage is shown on the screen at the end of the unit's turn. The hit count is usually increased by Haste.

## Appearances

### Final Fantasy

The higher Accuracy of a unit will cause it to obtain more hits, and units in the first two positions will have a greater hit ratio.

### Final Fantasy II

The weapon skill level determines how many chances a character has to strike an enemy. Accuracy determines how likely an attack is to hit, and the target's Evasion stats determine how many hits it can avoid and the chance of each evasion attempt succeeding. There is a minor bug in later versions that can give inaccurate numbers of weapon hits when a shield is also equipped.

### Final Fantasy III

The maximum amount of hits a player character can perform is based on the following formula:

${\displaystyle (Agility/16) + (Level/16)}$

The maximum amount of attacks a player character can avoid depends on if they have a shield or not. With one, the formula is:

${\displaystyle (Agility/16)+(Level/16)+1\times (numberofshieldsequipped)}$

Without one, the formula is instead:

${\displaystyle (Agility/32) + (Level/32)}$

Monsters instead have a fixed number of maximum attacks they can perform and avoid.

### Final Fantasy IV

There is no visual numerical counter that appears during battle, but hits are used all the same. Player characters can attempt a number of attacks equal to (strength / 8) + (agility / 16) + 1, with the amount of those that succeed determined by accuracy. The target may then attempt to evade the hits. The amount of attacks that can be avoided is equal to agility / 8, with a bonus equal to level / 16 if a shield is equipped. For monsters, both values are instead predetermined. The amount of attacks that can be performed is displayed next to the Attack stat, while the amount of attacks that can be evaded is displayed next to the Defense stat.

A bug in the SNES version makes it so that monsters have 0 Evasion and thus cannot dodge attacks unless their evasion is changed with an in-battle script; only Cagnazzo and Barbariccia do this, when they change their forms.

#### Final Fantasy IV -Interlude-

Hit returns and works the same way as it did in the previous game.

#### Final Fantasy IV: The After Years

Hit functions the same way as has its predecessors.

### Final Fantasy XII

A character using various melee weapons or fighting barehanded can hit a foe multiple times when using the Attack command. Enemies can also combo their physical attacks, with the maximum number of hits depending on the enemy. Each hit in a combo takes about 0.5 seconds to execute, though the timing varies between party members and their equipped weapon, and the combo stops when the opponent dies.

Each weapon has a hidden Hit Combo rate, usually determined by the weapon type. Rods, staves, measures, and Espers' regular attacks never deal hit combos, although Hashmal and Zeromus can combo when fought as bosses. Ranged weapons also cannot perform combos, but they can inflict critical damage instead, with an exception to hand-bombs.

The accessory Genji Gloves boosts the chance of performing a hit combo; the values below are multiplied by 1.8 with Genji Gloves equipped; without the Genji Gloves, the values are multiplied by 0.7.

#### Original

Weapon Combo Rate
Axes 3%
Maces 4%
Unarmed 5%
Swords 5%
Hammers 7%
Daggers
Danjuro
7%
10%
Spears 4%
Greatswords
Sword of Kings
Defender
Tournesol
7%
25%
25%
5%
12%
80%
Poles 12%
Katana
Masamune
13%
40%
Ninja Swords
Ashura
Sakura-saezuri
Kagenui
Orochi

15%
16%
17%
18%
19%
20%
22%

#### Zodiac

Weapon Combo Rate
Axes 6%
Maces
Bonebreaker
5%
0%
Unarmed 5%
Swords
Great Trango
Karkata
Simha
Kumbha
5%
30%
7%
10%
35%
Hammers
Vrscika
8%
20%
Daggers
Main Gauche
Mina
12%
5%
15%
Spears
Vrsabha
4%
10%
Greatswords
Sword of Kings
Defender
Tournesol
Excalipur
8%
20%
25%
5%
10%
80%
0%
Poles
Kanya
15%
35%
Katana
Masamune
20%
30%
Ninja Swords
Ashura
Sakura-saezuri
Kagenui
Orochi
Mesa

12%
15%
18%
22%
22%
25%
28%
32%

When a character's HP is low, the chance of performing a combo remains the same, but the potential number of hits in a combo increases.

Number of Hits HP > 25% HP 12.5-25% HP 6.25-12.5% HP < 6.25%
2 40.0% 14.7% 1.4% 0%
3 38.2% 30.8% 7.5% 0%
4 16.6% 29.3% 17.5% 0.2%
5 4.3% 16.7% 24.7% 1.2%
6 0.8% 6.4% 23.3% 4.3%
7 0% 1.7% 15.3% 10.8%
8 0% 0.3% 7.2% 19.2%
9 0% 0% 2.4% 24.4%
10 0% 0% 0.6% 21.7%
11 0% 0% 0% 12.8%
12 0% 0% 0% 5.3%
Average Hits 2.873 3.752 5.509 9.02

### Final Fantasy XV

A "Hits" counter displays how many times an enemy has been struck by attacks in rapid succession. It resets after a few seconds and caps at 999.

### Final Fantasy All the Bravest

The Onion Knight uses the Hit system during battle. The more hits he does, the more damage he does. A greater amount of hits also increases how quickly his ATB gauge fills; for example, getting 1 Hit makes it charge very slowly, but getting the maximum of 16 hits makes his next turn come nearly instantly.

## Citations

1. Maltzsan (n.d.) . Final Fantasy XII Game Mechanics FAQ. Neoseeker. Archived from the original on 1st September 2020.