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Time Magic (Final Fantasy V)
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Some spells have been programmed to always hit their target. If the spell is multi-targeted the Spell Hit% is halved. Spells that are naturally multi-target do not suffer the penalty. If the target has Shell, the Spell Hit% is also halved, and if the target is a Toad its Evade % is reduced to 0. The game generates two random numbers between 0 and 99. If N1 >= Hit%, the spell misses If N2 < Evade%, the spell misses Damage is capped at 9999. Damage-dealing Time Magic spells have their own damage calculation formulas separate from the formula used for Black Magic spells.
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n33:abstract
Some spells have been programmed to always hit their target. If the spell is multi-targeted the Spell Hit% is halved. Spells that are naturally multi-target do not suffer the penalty. If the target has Shell, the Spell Hit% is also halved, and if the target is a Toad its Evade % is reduced to 0. The game generates two random numbers between 0 and 99. If N1 >= Hit%, the spell misses If N2 < Evade%, the spell misses Damage is capped at 9999. Damage-dealing Time Magic spells have their own damage calculation formulas separate from the formula used for Black Magic spells. Time Magic abilities give characters the Time Mage's base Magic based on the following formula: Magic = Time Mage Base Magic - 2 * (6 - Time Mage Job Level) However, the value of the base Magic granted in this way is capped at the Time Mage's base. Thus the base Magic stat for a character with Time Magic equipped would be as follows: * Level 1 = 38 base Magic * Level 2 = 40 base Magic * Level 3 = 42 base Magic * Level 4 = 44 base Magic * Level 5 = 46 base Magic * Level 6 = 48 base Magic * Level 7 = 48 base Magic Upon mastery, Freelancers and Mimes gain the Time Mage's base Agility and Magic unless they already have a higher base from another mastered job.