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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:
    H i t % = ( I n i t i a l V a l u e A t L V 1 ) + ( 3 × ( L V 1 ) ) {\displaystyle Hit\%=(Initial Value At LV 1)+(3\times (LV-1))}
    • For Thief/Ninja/Red Mage/Red Wizard:
    H i t % = ( I n i t i a l V a l u e A t L V 1 ) + ( 2 × ( L V 1 ) ) {\displaystyle Hit\%=(Initial Value At LV 1)+(2\times (LV-1))}
    • For White Mage/White Wizard/Black Mage/Black Wizard:
    H i t % = ( I n i t i a l V a l u e A t L V 1 ) + ( L V 1 ) {\displaystyle Hit\%=(Initial Value At LV 1)+(LV-1)}

    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.

    A t t a c k M u l t i p l i e r = ( A g i l i t y / 16 ) + ( L e v e l / 16 ) + 1 {\displaystyle Attack Multiplier=(Agility/16)+(Level/16)+1}
    H i t % = ( W e a p o n H i t % ) + ( A g i l i t y / 4 ) + ( S k i l l / 4 ) {\displaystyle Hit\%=(Weapon Hit\%)+(Agility/4)+(Skill/4)}

    Agility also affects Defense:

    • (With Shield)
    D e f e n s e M u l t i p l i e r = ( ( A g i l i t y / 16 ) + ( L e v e l / 16 ) + 1 ) × ( N u m b e r O f S h i e l d s E q u i p p e d ) {\displaystyle Defense Multiplier=((Agility/16)+(Level/16)+1)\times (Number Of Shields Equipped)}
    • (Without Shield)
    D e f e n s e M u l t i p l i e r = ( A g i l i t y / 32 ) + ( L e v e l / 32 ) {\displaystyle Defense Multiplier=(Agility/32)+(Level/32)}

    And Evasion:

    E v a d e % = ( S u m O f A l l W o r n A r m o u r E v a d e % ) + ( A g i l i t y / 4 ) {\displaystyle Evade\%=(Sum Of All Worn Armour Evade\%)+(Agility/4)}

    And Magic Defense:

    M a g i c D e f e n s e M u l t i p l i e r = ( A g i l i t y / 32 ) + ( I n t e l l e c t / 32 ) + ( S p i r i t / 32 ) {\displaystyle Magic Defense Multiplier=(Agility/32)+(Intellect/32)+(Spirit/32)}
    • Note: Agility does not affect the Steal rate.

    Final Fantasy IV

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

    Formula for Accuracy:

    ( 50 + [ L v / 4 ] + W p A c c ) {\displaystyle ( 50 + [Lv/4] + WpAcc )}

    Characters have 50 base Accuracy, which is modified depending on what weapons they have equipped.

    In the 3D versions, characters have 100 base Accuracy, which doesn't increase when leveling up, but can also exceed 100. For Rosa, Yang, and Edge, who can equip weapons to each hand, their Accuracy ratings will be the average of each weapon.

    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

    Base accuracy is a property of weapons (for physical attacks by party members) and abilities (in all other cases, including enemy attacks). It is one of the values featuring in the hit determination algorithm. Unlike other entries in the series, the game performs independent checks on a value derived from base accuracy and a value derived from the relevant target evasion. If any of such checks fail, the action misses.

    Final Fantasy VI

    Due to the Evade bug in versions prior to the Advance port, characters' hit rates were 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 Frosen 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%:

    H i t % = ( [ A t t a c k e r s   D e x t e r i t y / 4 ] + A t t a c k % ) + A t t a c k e r s   D e f e n s e % T a r g e t s   D e f e n s e % {\displaystyle Hit\% = ([Attacker's~Dexterity / 4] + Attack\%) + Attacker's~Defense\% - Target's~Defense\%}

    Formula for Attack% if the player is under Fury:

    H i t % = H i t % [ H i t % × 3 / 10 ] {\displaystyle Hit\% = Hit\% - [Hit\% \times 3 / 10]}

    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).

    Because the attacker's Defense% also heavily contributes to the chance of the attack connecting, moves like D.Blow and Flash also have a greater chance of connecting with the Mystile equipped, an armor piece with the best Def%.

    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 using gunblades. Selphie's ultimate weapon, Strange Vision, also has a natural 255 Hit stat. 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% rating can be halved to 50% - Evade, 25% - Evade, or even 12.5% - Evade by the attacker's Confuse and Darkness statuses, 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 landing a physical attack on the opponent, the others being the target's Evasion stat and both units' Luck stat.

    In general, the probability to hit a target is as follows: H i t % = A c c u r a c y % + A i m B o n u s % R e f l e x B o n u s % + L u c k D e l t a + L u c k B o n u s J i n x M a l u s {\displaystyle Hit\%=Accuracy\%+AimBonus\%-ReflexBonus\%+LuckDelta+LuckBonus-JinxMalus} where:

    • AimBonus% = 10 * min(5, Number of Aim casts on attacker).
    • ReflexBonus% = 10 * min(5, Number of Reflex casts on target).
    • LuckDelta = Attacker's luck - Target's luck.
    • LuckBonus = min(5, Number of Luck casts on attacker).
    • JinxMalus = min(5, Number of Jinx casts on target).
    • Accuracy% is a value that:
      • Is fixed to 10, as long as the attacker is afflicted with Darkness.
      • For (non-blind) enemy attacks is equal to SkillAccuracy - TargetEvasion, where:
        • SkillAccuracy is an integer tied to the enemy ability that was used to attack.
        • Therefore, for all enemies, the Accuracy stat is redundant.
      • For (non-Blind) character attacks is equal to acc_map(AcNum), where:
        • AcNum = AttackerAccuracy * 0.4 - TargetEvasion + 9.
        • acc_map() is a non-linear map that works according to 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

    For character attacks, because the attacker's accuracy is always weighted by a 0.4 factor, if the target's Evasion is 111 or higher, AcNum will always be <= 0 {\displaystyle <=0} . Therefore, in that scenario, Accuracy% will never be higher than 25 regardless of the attacker's Accuracy. As such, somewhat counter-intuitively, an Accuracy stat of 255 does not guarantee connection to all targets.

    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-2

    Accuracy is a percentage value of a character's hit rate. Each dressphere has its own stat progression. ACCU Up boosts Accuracy temporarily during battle, whereas ACCU Down lowers it.

    The color for the Accuracy gauge in the menu is red.


    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

    Due to the lack of an Accuracy stat, the chance of normal attacks hitting are usually determined only by the target's Evade stat. However, there are two 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 XIV

    Accuracy was a secondary stat that reduced the chance of spells or weaponskills missing their target. The 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 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: 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.

    Final Fantasy Explorers

    P-Accuracy: accuracy of physical attacks.

    M-Accuracy: accuracy of magical attacks.

    Final Fantasy Record Keeper

    Accuracy and Evasion

    ACC and EVA only apply to attacks that use the physical damage formula. Providing there are no conditions that cause the ability to automatically hit or miss, then a simple (but admittedly unintuitive) formula will be used to determine your chance to hit.

    The base accuracy of an attack is equal to the following:

    90 + ACC * 8/35 - EVA * 6/35

    In short, you have a base 90% chance to hit, with every 4.375 points of ACC increasing that by 1%, and every 5.83 points of EVA decreasing that by 1%. This chance is then capped between 20% and 100% inclusively.

    The only status that significantly changes this is Blind. When Blinded, your ACC is decreased by 50% (so 110 ACC would become 55 ACC), and your chance to hit will be divided by 4. This happens after your hit rate is capped at 100% max, but before the 20% min cap. The second penalty is the one that matters the most, since it means that only 1 in 4 or 5 physical attacks will connect when you are blind.

    Status Accuracy

    Accuracy for status effects can be divided into two categories: Auto-Hit and Random.

    Since As of 12th Sep 2015, Auto-Hit statuses work the same for enemies as they do for party members -- the status is either inflicted or not. There is no random roll to determine whether it is successful. Auto-Hit statuses will ignore Status Resistance on party members.

    Random statuses however work differently between enemies and party members. The status itself has a Hit Rate, which is the base chance of determining whether it is successful or not. When the target is an enemy, this Hit Rate is a straight percentage chance: a Hit Rate of 50 means a 50% chance to hit. Enemies are also either immune or not to this status -- they have no partial resistance to any Random status.

    When the target is a party member, however, the Hit Rate is applied differently, according to the following formula:

    3 + 3 * Hit Rate / Resistance

    The default Resistance of a party member is 1, so an ability with a Hit Rate of 6 would have a 6% chance of hitting an enemy, but a 3 + 3*6/1 = 3 + 18 = 21% chance of hitting a party member. The abilities used by players and the abilities used by enemies each have different Hit Rate values to balance for this. However, it can become an issue when things like Reflect are in play.

    The Resistance of a party member can be increased through equipment. An item with 'minor' resistance will generally grant Class 2 Resistance, dividing the chance of a status hitting you by 2. Record Synergy often applies here, upgrading the Resistance Class to 3. Equipment protecting from the same status apply additively, so an item that grants Class 2 worn with an item that grants Class 3 would give you Class 5 Resistance in total. This would change a 33% chance to hit to 9% -- remember that there's always a 3% chance applied to the status's hit rate on party members that cannot be reduced by Resistance.


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