Chrono Trigger/Formulae

Note that an asterisk (*) indicates that the move is magical; in most cases these are elemental techniques that will benefit or suffer as a consequence depending on the enemy's properties.

Attack
Attacks performed by executing the "Attack" function in battle are the character's default move. These moves are non-elemental, physical attacks that strike an enemy a single time and have the chance to deal almost double damage under what's known as a "crit" (critical strike).

For the calculations used in the game, there are several variables:
 * Hit/HIT: this is the character's "Hit" stat value (an integer). It only applies to Lucca and Marle's calculations.
 * Power/PWR: this is the character's "Power" stat value (an integer). It applies to Ayla's and all of the males' calculations.
 * Level: the character's level. This affects the statistics of a character, and possibly the random value used in calculating damage.
 * Weapon: this is the weapon's power value (integer).
 * Attack: the value next to the small weapon icon, found on the pause menu next to a character's name; this is calculated from the Power and Weapon values. The formulas that produce the attack value first produce a decimal value that is then rounded to the nearest whole number.
 * Damage: the value seen when attacking an enemy.


 * Example: At the start of the game, Crono's weapon, Wood Sword, has a value of 3. Crono at level one has a PWR value of 5. His attack value is first calculated as 8.33333333 recurring, but it is then rounded to 8.

The base damage for a character is their attack value multiplied by two. Additionally, a random number is generated to modify the damage and give it a more realistic, dynamic appearance. The random number may or may not be affected by character level.
 * Damage
 * Formula: Damage = ((Attack * 2) + (Random)
 * Example: Crono at the start of the game (attack 8) deals a base of 16 damage, with a possible increase from the random value.

Robo's Crisis Arm
Robo's Crisis Arm is a very dynamic weapon that can be very strong. The damage dealt is based off of Robo's PWR stat and the last digit of his HP (the attack value is multiplied by this). This weapon is best used later in the game when Robo has 999 HP (so the last digit is always 9). If you want to maximize his damage, all you have to do is keep him healed! Crisis Arm Damage = ((Attack/2 * LDHP) * 2) As you can see from the table, each digit is worth as much as the attack value (132). For each digit increase, it's like adding the attack value to the base damage value.
 * LDHP: this is the last digit of Robo's current HP.
 * Example: if Robo's PWR is 99 (minimum level 59), then his Attack will be 132 (66 when divided by two). The following expected damages are calculated based on the last digit of his HP:
 * Expected damage:

Ayla's Bronze Fist
On a critical strike, this will deal 9,999 damage. By the time you acquire this, Ayla's crit chance will be extremely high so you can expect major damage from here on.

Lucca's Wondershot
This weapon randomly changes attack power, it can do the following:
 * 1/10 × base damage.
 * 1/2 × base damage.
 * 1 × base damage.
 * 2 × base damage.
 * 3 × base damage.

Magus's Doomsickle
This weapon grows in strength significantly as your allies die.

Chrono
Crono performs a spinning blade attack which damages the target enemy as well as those within attack range surrounding that enemy. Damage-wise, it does a little more than your normal attack but not as much as your critical attack.
 * Cyclone (2 MP)

Crono lashes out with a cutting wave of energy that, if aimed carefully, will damage all enemies in a straight line. Sometimes it pays off to wait until the enemy arranges themselves before implementing this attack. Note that, as an NPC in a pub tells you, Slash can neutralize elemental charges, i.e. Masamune's "storing tornado energy" move. This move is non-elemental and non-physical, meaning it can damage any enemy no matter what their strengths or immunities are.
 * Slash (2 MP)

A moderately powered magic attack where Crono floats upward and calls down a lightning strike on one enemy. One of it's most practical uses is for stunning dinosaurs. For another notable use, see the details for the boss battles with Nizbel and Nizbel II. Do not try to achieve this skill by tech points as it is impossible. To receive this move, you need to reach The End of Time by completing the 2300 AD chapter and going through Spekkio's shenanigans. You will not acquire any additional Techs until you receive *Lightning.
 * &#42;Lightning (2 MP)

Crono will leap and perform a cleaving attack which is supposed to do two times normal damage. In essence, it is a way to force a critical hit using MP. In most cases, *Lightning is a better choice as it costs less MP and does comparable damage to most enemies. However, it is an awesome move used in Dual Techs with Marle and Lucca.
 * Spincut (4 MP)

Crono leaps to the middle of the battle field where he proceeds to let out electrical energy circulating the battle. It damages all enemies for about the same or a little more than *Lightning. In many ways, this tech is a simple improvement to *Lightning. The cost can be prohibitive when you first achieve it but it becomes more practical later on.
 * &#42;Lightning 2 (8 MP)

Crono raises his hands to the heavens and a tiny angel comes down in a beam of light. As the name suggests to any RPG player, this spell revives an ally if they have fallen. It returns a moderate amount of health, but, unless you are fighting weak enemies, the ally will often need additional healing to finish the fight alive. If you have not realised by this point, after finishing a battle, fallen allies are brought back with no expense to you. They will have 1 HP but at least they will be alive.
 * &#42;Life (10 MP)

Crono will rotate around the enemy attacking 4 times from different angles. Each attack is supposed to do the damage of a regular attack. However, the MP cost makes it impractical at low levels or if you don't wish to waste Ethers. Like Spincut, it is much more impressive in a Dual-Tech.
 * Confuse (12 MP)

Chrono once again leaps to the middle and rises into the air. This time, a large dome of electricity envelopes him and diminishes from the top moving outward. This attack does tremendous damage with a high cost to go with it. The cost can be offset by a silver or gold hairpin but in most cases it is better to save it for boss battles.
 * &#42;Luminaire (20 MP)